Its Wednesday and this post has barely any connection to the Cluster Crab. Well, it will have more of a connection later but let’s get to talking about the post. So, Mithral and Adamantine, cool metals, but not used enough. I have decided to fix that. I have come up rules for these metals in weapon form.
I always thought that the D&D universe never had enough materials to make items out of, so I decided to help solve that problem by starting from the roots of the already existing fantasy metals found in D&D. While making the rules for these I found that there are official rules for adamantine weapons, but I was not a fan of them so my retention can be seen below. If you want to find the official rules, they are in Xanathar’s Guide to Everything. I looked but I couldn’t find any official rules on Mithral weapons but if there is I still think that you should give my rules a chance. Now have fun with more weapons for your adventuring friends.
Mithral Weapons
Weapon (Metal Only), Uncommon
A weapon made with mithral is more flexible and lighter than normal due to mithral’s inherent traits. Weapons made with mithral gain the light trait if they did not already have it. Weapons with the heavy trait are an exception to this. These weapons instead lose their heavy trait. Ammunition made with mithral can fly to the maximum range of a ranged weapon without disadvantage being imposed.
Adamantine Weapons
Weapon (Metal Only), Uncommon
Adamantine is one of the hardest substances in existence and is known for its use in armor that helps ward off powerful hits, but it can be used for weapons as well. When adamantine is used on a weapon, instead of warding against powerful attacks it makes attacks more powerful. Anty weapon or ammunition made with adamantine deals an extra 1d4 of its respective damage on a critical hit.