8. Armory: Materials and Styles

Optional rules for customizing non-magical equipment.

Armory

In this post I will introduce the Armory, a segment in which I discuss equipment, magical items, spells, and other gear that could be made available to players in an Elder Scrolls campaign. This post will focus on weapon and armor styles, as well as various materials that can be used to create equipment.

There are two approaches to this feature, both of which have their merits. The first one is to make the changes cosmetic only, with no impact on gameplay mechanics. Items can still be master-crafted, which increases their effectiveness (see the commentary). This solution is elegant and simple, it focuses on roleplaying, and is beginner-friendly. However, it might leave some players with a sour taste in their mouths when they uncover an ancient armor of Dwemer make, only to realize it’s just a regular suit of plate armor.

The second approach includes giving minor and flavorful customizations to each style and material while trying to avoid the regular numerical bonuses to AC and attack and damage rolls. This way of thinking is appealing to players who are immersed in the campaign’s lore, love customizing their characters, and pay close attention to their equipment. The downside is that it is easy to lose track of all the various bonuses, and some players and DMs find this extra layer of complexity burdensome.

The first approach is self-explanatory and requires no further elaboration. If you wish to use it, well and good; this post, however, will deal with the second approach.


First let us cover those styles that provide no extra benefits as they are made of regular materials (wood, iron, steel) or of regional equivalents (bone, chitin, bronze). Some races use weapons that are not present in the Player’s Handbook, and those will be listed here as well. Here are some examples:

Imperial weapons and armor take after those of the Roman legions. The most common weapon in the Legions is the gladius, a short stabbing or slashing blade issued to every Legionnaire. Legion scouts and rangers wear leather armor and are armed with bows and crossbows. Medium infantry, such as archers and support troops, wear chain shirts and are known to use a variety of weapons including battleaxes and warhammers. Frontline infantry are outfitted with segmented armor, large square shields, and spears so they come prepared for any situation. Imperial knights are armored in chain mail or plate armor, and their preferred weapons are lances and longswords.

  • Gladius – martial melee weapon, 1d6 piercing or slashing damage, light (8 gp, 2 lb.)
  • Segmented armor – heavy armor, AC 15, disadvantage on Stealth, no Strength requirement (50 gp, 45 lb.)

Nordic equipment is modeled after those used by Normans/Vikings. Broadswords are much in use, as they are easier to wield than longswords but deliver the same amount of damage one-handed. Nords also like handaxes, battleaxes, light hammers, and warhammers. Scale and splint armors are also much in use. The Companions, a group of respected warriors who take on public contracts in Skyrim, are armed with weapons of Skyforged steel. These weapons should use the rules for master-crafted items (see the commentary section at the end of this post).

  • Broadsword – martial melee weapon, 1d8 slashing damage (10 gp, 3 lb.)

Akaviri weapons and armor resemble that of the Far East, especially Japan. The Dungeon Master’s Guide provides equivalents for Far Eastern weapons on page 41 (Wuxia Weapon Names). For samurai armor, feel free to use half-plate, splint, and plate armors. Common akaviri weapons include kamas, tantos, wakizashis, katanas, and dai-katanas. If you want special properties for katanas, here is my take on it:

  • Katana – martial melee weapon, 1d8 slashing damage, versatile (1d10), finesse (35 gp, 3 lb.)
  • Dai-katana – martial melee weapon, 1d12 slashing damage, two-handed (60 gp, 4 lb.)

The Dunmer use special equipment because their homeland, Morrowind, has very few iron and copper deposits. They have to rely on rare volcanic minerals (ebony and glass), and some more organic materials: chitin and bonemold.

Chitin weapons and armor are constructed from the carapaces of insectoid creatures native to Morrowind: silt striders, nix-hounds, and the kwama. The insect shells are chiseled into shape, then attached to a leather base with resin or string. The color of the chitin depends on the animal it came from, but it is often bleached or dyed. Ashlands tribesmen, bandits, and mercenaries often use chitin equipment as it is easy to craft and maintain, and can be bought on the cheap.

Bonemold armor is composed literally of bone. Its construction includes grinding bone into dust, mixing it with resins to create a paste, and then shaping it into armor plates. It is flexible and durable, taking on a sandy-yellow color that becomes golden with age. As this kind of armor takes great skill to create, it is reserved for nobles and enforcers of the Great Houses, who usually ornament their outfits with gems and carvings.

Chitin and bonemold armor is usually aerodynamic to better endure ash-storms common in the Dunmer homeland of Morrowind. As there is no wood in Morrowind, bows are made from these materials as well. Native Dunmer materials are rarely encountered outside of Morrowind. The prices remain the same for these items. If you wish to use these armors in your campaign, I suggest the following rules:

  • Chitin armor can come in three varieties: light, medium, and heavy, which depends on the creature whose chitin was used in its construction: nix-hound, kwama, and silt strider, respectively. Light chitin armor can use rules for leather armor, medium can be represented by a chain shirt, and heavy armor by chain mail.
  • Bonemold armor is made from plates of specially processed bone; breastplate, half-plate, and plate armors are an excellent fit. Same as with metal armor, it just depends what portions of the body the armor covers.

Elsweyr, the home province of the Khajiit, has no iron mines, but is rich in tin and copper. Therefore, most Khajiit weapons are made from bronze. While not as strong as iron, bronze has other qualities to compensate for that: it doesn’t rust, can be reforged easily and can be molded into finished products. A famous Khajiiti weapon is the khopesh, also known as a sickle-sword. The Khajiit also use bolas, which are made from two or three wooden balls connected with a length of string. This weapon is thrown at an enemy in order to entangle them. To represent these weapons, use the following rules:

  • Khopesh – martial melee weapon, 1d8 slashing damage, light (25 gp, 2 lb.)
  • Bolas – martial thrown weapon, range 20/60, 1 bludgeoning damage, special: A medium or smaller creature hit with this weapon is restrained until it is freed, and must succeed on a DC 12 Dexterity (Acrobatics) check or fall prone. Bolas has no effect on creatures that are formless. A creature can use its action to make a DC 10 Dexterity (Sleight of Hand) check, freeing itself or a another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the restrained condition and cutting the string connecting the bolas. When you use an action, bonus action, or reaction to attack with bolas, you can make only one attack regardless of the number of attacks you can normally make. (2 gp, 2 lb.)

Argonians do not work metal, instead relying on bone, bark, wood, and stone for their weaponry. Their weapons are usually simple, but this does not mean they are primitive. Skillfully shaped hardwood clubs and quarterstaffs, as well as blowpipes, bows, and slings make for excellent weapons. Bone can be sharpened and turned into daggers or tied to sticks, forming war picks. Wooden or bone armor is nothing to scoff at either, especially in a very humid environment with no solid ground where heavier metal armor is more hindrance than help. Argonians can make most simple weapons and light and medium armors. Their price, however, should be doubled because of the rarity of indigenous Argonian craftsmanship. Their value can further be increased if items are ornamented with gems, fur, and feathers, or feature intricate carvings and other decorations.


Now to cover styles and materials with special properties. Sometimes an item can have a combination of style and material (e.g. an Elven Glass scale armor, or an Imperial Ebony plate armor). In those cases, add both bonuses to the item and increase its price accordingly.

Elven Style

Equipment made by several of the Elven races: Altmer, Bosmer, Ayleid (Wild Elves), and Falmer (Snow Elves). Elves forge their gear from a special alloy of silver and steel that is both light and strong. Their armor and weapons are beautiful and delicate things with fine ornaments and decorations. Elven armor is often enameled with moonstone for additional hardness and beauty. Common Elven weapons are bows (including compound bows), shortswords, longswords, and rapiers; Elves almost never make bludgeoning weapons. Elves prefer light and medium armor, which allows them greater mobility and is much less cumbersome than heavy armor. In comparison to generic weapons and armor, Elven gear is somewhat lighter and more expensive (20-50%). Optional rules for elven equipment:

  • Medium armor counts as light armor for purpose of proficiency.
  • Weapons that have the heavy property lose the heavy property. Weapons without the two-handed or versatile property gain the light property.
  • Compound bow – functions as a longbow with one additional property: A character adds their Strength modifier to the damage rolls made with this weapon, but the character must have a Strength score of 15 or greater in order to draw this bow.

Orcish Style

Orcs make their armor for durability and reliability, not to be pretty in it. It often looks crude and uncomfortable, but is also strong and well-made. Orc smiths forge their armor and weapons from a slightly different kind of steel, adding in more ingredients and using secret processes. The end result is equipment that does not rust or fall apart. Common Orcish weapons include warhammers, mauls, battleaxes, greataxes, and longswords. Orc elite warriors most often wear splint armor, while plate armor is reserved for chieftains. Orcish equipment tends to be heavier and more expensive (around 30%) than generic weapons and armor. To customize Orcish gear, use the following rules:

  • Heavy armor counts as medium armor for purpose of proficiency.
  • Battleaxe and warhammer gain the heavy property and can reroll 1s on their damage rolls (if the character has chosen Great Weapon Fighting as their Fighting Style and is wielding the weapon in both hands, they can reroll 1s, 2s, and 3s on their damage rolls).

Dwemer Style

The ancient Dwemer made many marvels from a special alloy known only as Dwemer metal. This metal resembles brass and is stronger, harder, and heavier than steel. It also doesn’t rust or degrade in any way, so Dwemer equipment is in top shape even after millennia of negligence. Common Dwemer weapons are crossbows (all varieties), shortswords, maces, battleaxes, warhammers, spears, and halberds. Dwemer items are worth twice as much as their generic counterparts, but their sale is illegal under Imperial law. Here are some suggestions on how to customize Dwemer equipment:

  • Heavy armor (usually chain mail or plate) has no strength requirement because its weight is perfectly distributed on the wearer’s body with straps and buckles. Plate armor might also have pistons that make movement easier.
  • Weapons are reliable, never dulling with time or breaking. This allows you to roll with advantage on any fumble table used by the weapon. (I will discuss fumble tables in a later post.)

Mithril

This light and flexible metal can be described as steel-silver, and is sometimes used to make high-end weapons and armor by Imperials and Altmer. It is usually used to create very sharp blades and suits of quality armor (any medium or heavy armor, except hide). Mithril, or mithral, is quite rare, with only a few mines in Cyrodiil and the Summerset Isle. One pound of mithril is worth 100 gp. Mithril confers the following bonuses:

  • Mithril weapons count as magical for the purposes of bypassing damage resistances and immunities. This makes them invaluable when fighting Daedra and Undead. A weapon has to be made completely of mithril to gain this benefit. However, the craftsmanship required to make a weapon increases the price fivefold. Therefore. a mithril shortsword is worth 1.050 gp (10 for the shortsword + 200 for 2 pounds of mithril, multiplied by five).
  • Mithril armor doesnt’t impose disadvantage on Stealth checks and never has a Strength requirement. Furthermore, a chain shirt or breastplate can be comfortably worn under normal clothes. Armor has to be made of at least 50% mithril to gain this benefit. Therefore, a mithral chain shirt would be worth 50 gp (for base chain shirt) + 1.000 gp (for 10 pounds of mithril) = 1.050 gp.

Adamantium

An extremely rare gray-green metal used primarily by Altmer smiths. It is a ferrous metal, but doesn’t rust, and is thought to be one of the hardest materials in existence. Most deposits of adamantium (also called adamantine or adamantite) have been exhausted, but there are rumors of more ore underneath the city of Mournhold in Morrowind. Due to its rarity and special properties, one pound of adamantium is worth 75 gp. Those special properties include:

  • Weapons made of adamantium score critical hits on a roll of 19 or 20. They also count as silvered, as described on page 148 of the Player’s Handbook. A weapon has to be made completely of adamantium to gain this benefit. However, the craftsmanship required to make a weapon increases the price fivefold. Therefore. an adamantine morningstar is worth 1.575 gp (15 for the morningstar + 300 for 4 pounds of adamantium, multiplied by five).
  • While wearing a suit of adamantine armor (any medium or heavy armor, but not hide), any critical hit against you becomes a regular hit. Armor has to be made of at least 50% adamantium to gain this benefit. Therefore, a suit of adamantine chain mail would be worth 75 gp (for base chain mail) + 2.100 gp (for 28 pounds of adamantium) = 2.175 gp.

Glass

This volcanic material can usually be found in caves on the foothills of Red Mountain in Morrowind. It is lightweight and flexible, and most commonly a bright green in color. Glass has a high tolerance for magic, which means that armor made from this material can absorb magical force. Glass is very valuable (worth 400 gp per pound), but only small amounts of glass are needed to reinforce a suit of armor. Glass has a much smaller density than ebony; a shard of glass is five times lighter than a shard of ebony of equal size. Equipment made from this material has the following properties:

  • Weapons that deal piercing and slashing damage gain a +1 bonus to attack and damage rolls. When you score a critical hit with a glass weapon, you deal maximum damage instead of rolling dice (e.g. a glass dagger would deal 8 damage on a critical strike instead of 2d4). The weapon then shatters and needs to be repaired (you do not need to pay for materials if you can collect the shards of your broken weapon). This applies only to the weapon’s original damage, not to any damage added by features such as Divine Smite or Sneak Attack. A weapon has to be made completely of glass to gain this benefit. However, the craftsmanship required to make a weapon doubles the price. Therefore, a glass rapier is worth 1.650 gp (25 for the rapier + 800 for 2 pounds of glass, multiplied by two).
  • Glass can be made only into suits of studded leather or scale armor. Such armors gain a +1 bonus to their AC. Additionally, you can reduce any damage you take from spells by your proficiency bonus while wearing a suit of glass armor. A leather armor with glass studs is worth around 1.200 gp and requires around 3 pounds of glass, while a suit of glass scale armor can fetch a price of 2.000 gp, requiring 5 pounds of glass.

Ebony

Rumored to be the crystallized blood of the gods, ebony is extremely hard and durable, surpassing even the finest steel. It is black as the void and very heavy. It can be formed into weapons and armor by only the most skilled smiths and this process is said to involve some kind of magic. Besides weapons and armor, it is used to make art objects (statues, masks, goblets) and jewelry (rings, crowns, etc.). Only those with deep pockets can afford such items, many of which are treasured heirlooms of noble houses. One pound of ebony is worth 250 gp, approximately five times the worth of gold. The few blacksmiths who can work this material charge enormous sums to craft even the simplest items. Ebony weapons and armor gain these bonuses:

  • Weapons made of ebony count as magical for the purposes of bypassing damage resistances and immunities. They also gain a +1 bonus to attack and damage rolls. A weapon has to be made completely of ebony to gain this benefit. However, the craftsmanship required to make a weapon increases the price threefold. Therefore, an ebony longsword is worth 3.075 gp (15 for the longsword + 750 for 3 pounds of ebony, multiplied by three).
  • Ebony armor is made by adding a moderately thick layer of ebony over steel plates. Ebony can only be used to reinforce a scale mail, breastplate, half-plate, or plate armor. It grants the armor a +1 bonus to its AC. A medium armor requires 6 pounds of ebony (additional value of 1.500 gp) to gain this property, while plate armor requires 12 pounds of ebony (additional value of 3.000 gp). This extra weight is added to the weight of the armor.

Commentary. The approach described here is sort of a middle road between what would be ideal for D&D 5E and what is flavorful for the Elder Scrolls universe. The fifth edition sacrifices detail for smooth gameplay, which is a choice I greatly support. However, the Elder Scrolls games always include a wide variety of different weapon and armor styles/materials that are expected to have beneficial properties. It is up to you to decide which path to take, as none of them are exactly perfect.

Do not be confused by the names of glass and ebony as they have no relation to their real-world counterparts. Elder Scrolls glass has more resemblance to malachite, but is much more durable and can be used to make weapons and armor. Elder Scrolls ebony is not a type of wood, instead being a super-strong, obsidian-like, and almost magical material.

I decided not to include Daedric items as they are a special category. Daedra-forged steel looks different, but offers no additional benefits. Ebony armor and weapons made in the planes of Oblivion, however, often have Daedric spirits bound to them, which would essentially make them magical items, a topic for some other time. Dragonbone and Stalhrim items are so incredibly rare that they are also at the level of magic items; I think approaching them on a case-by-case basis is better in their case.

Master-crafted items are also an interesting concept. They are supposed to represent nonmagical items that are superior in every way to their run-of-the-mill counterparts. This article by Cristopher Delvo provides an excellent analysis of master-crafted items, and I recommend you use ‘the right way’ in your campaigns. In short, master-crafted items gain a numerical bonus to attack and damage rolls for weapons or to their AC for armor. Have in mind that you can combine master-crafted bonuses with material and style bonuses, which gives you a wide variety of options.

I relied on some magical items in the Dungeon Master’s Guide to create properties for some of these materials and styles. Elven Chain was my base for Elven items, Adamantine Armor for adamantium armor (obviously), and Mithral Armor for mithril armor (again, obviously). As all these items are uncommon or rare, this shouldn’t upset the balance of the game too much.

This post includes weapons that break some conventions in D&D: light weapons should never deal more than 1d6 damage, finesse weapons can only be wielded one-handed, and heavy weapons cannot be wielded one-handed. These conventions exist for a reason, as nonmagical weapons should be limited in their power. However, I wanted to make exceptions that are rare and very specific- players need to put some thought and effort into obtaining those items, making them, in a way, special.

Item values have really complicated this post, but I fear that was required in order to retain some semblance of balance and to set a realistic value on these items. This way players know exactly how much a certain item is worth and how many pounds of material they need to craft it. I thought about using price multipliers, but this didn’t make much sense as items require different amounts of materials and vary greatly in price and mass. I’m not saying this is the perfect system; I will probably rework it later, when I think of something better or stumble upon work done by someone smarter. If you know of a better way, please let me know in the comments.

Leave a comment