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Armor


jokomaisu

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Armor
The durability of your armor is a combination of the style of armor and itsĀ materials. Less durable materials like cloth and leather are comfortable, lightweight, and inexpensive but struggle to turn a hit. Metals may turn a hit more easily but require more physical strength to wear and cost more coin. The different styles of armor are outlined below.

When you are wearing armor that you arenā€™t proficient with, you haveĀ disadvantageĀ on ability checks,Ā attack rolls, andĀ saving throwsĀ using Strength or Dexterity, and you are unable to cast spells.

Padded.Ā Layers of cloth or supple leather are quilted together to create a lightweight tunic and pair of trousers. Padded cloth tunics are worn under breastplates and suits of mail for comfort and are already counted in their AC.

Brigandine.Ā A tunic made of cloth, leather, or hide that has small panels of metal, scale, or bone stitched to the interior for extra protection. When the panels are external and overlap closely, the brigandine is termed scale mail.Ā 

Breastplate.Ā A fitted bone, leather, or metal plate that covers the chest, stomach, and vital organs.Ā 

Mail.Ā A suit made entirely of metal, though styles can differ greatly. A chain shirt is a shirt woven from small metal rings, while a full set of chain mail (a hauberk) is longer and includes a coif. Half plate covers most of the body in shaped metal plates, but offers minimal leg protection, while full plate covers the entire body and includes gauntlets, boots, and a helm. Splint mail is similar to half plate but covers the limbs in strips of mail bolted to leather, rather than shaped metal plates.Ā 

Bulky Armor.Ā Half plate and full plate areĀ bulky, but while worn they do not count against the number of bulky items you can carry at once.

Strength Requirement.Ā While wearing armor for which you do not have the minimum Strength score, your Speed is reduced by 10 feet.

Table: Light Armor

Type Cost Weight AC Material
Properties
Strength
Requirement
Dexterity
(Stealth) Penalty
Repairability
Padded cloth 5 gp 6 lbs 11 + Dexterity
modifier
Comfortable,Ā flaw (piercing),
underarmor
- - DC 5

sewing kit
Padded leather 15 gp 8 lbs 12Ā + Dexterity
modifier
Comfortable,Ā flaw (piercing) - - DC 10

sewing kit

Table: Medium Armor

Type Cost Weight AC Material
Properties
Strength
Requirement
Dexterity
(Stealth) Penalty
Repairability
Cloth brigandine 5 gp 7 lbs 12 + Dexterity
modifier
Comfortable, flaw (piercing), underarmor - - DC 5

sewing kit
Leather brigandine 20 gp 10 lbs 13 + Dexterity
modifier
Comfortable, flaw (piercing) - - DC 10

sewing kit
Hide armor 10 gp 15 lbs 13Ā + Dexterity
modifier (maximum 2)
Comfortable, wild - - DC 10

sewing kit
Chain shirt (steel) 50 gp 15 lbs 13Ā + Dexterity
modifier (maximum 2)
Low-maintenance (expertise die) - -

DC 15

Ā 

smith's tools, access to a forge

Chain shirt (mithral) 150 gp 8 lbs 13Ā + Dexterity
modifier (maximum 2)
High-quality, lightweight, low-maintenance (advantage) - -

DC 25

Ā 

smith's tools, access to a forge

Scale mail (steel) 50 gp 35 lbs 14 + Dexterity
modifier (maximum 2)
Low-maintenance (expertise die) Str 14 Disadvantage

DC 15

Ā 

smith's tools, access to a forge

Breastplate (bone) 100 gp 10 lbs 14 + Dexterity
modifier (maximum 2)
Flaw - - DC 10

sewing kit
Breastplate or cuirass (bronze) 300 gp 35 lbs 14 + Dexterity
modifier (maximum 2)
Weighty (+1) Str 12 Disadvantage

DC 12

Ā 

smith's tools, access to a forge

Breastplate or cuirass (steel) 400 gp 20 lbs 14 + Dexterity
modifier (maximum 2)
Low-maintenance (expertise die) Str 11 Disadvantage

DC 15

Ā 

smith's tools, access to a forge

Breastplate (mithral) 1,200 gp 10 lbs 14 + Dexterity
modifier (maximum 2)
High-quality, lightweight, low-maintenance (advantage) - -

DC 25

Ā 

smith's tools, access to a forge

Half plate (steel) 750 gp 40 lbs 15Ā + Dexterity
modifier (maximum 2)
Low-maintenance (expertise die) Str 13 Disadvantage

DC 15

Ā 

smith's tools, access to a forge

Table: Heavy Armor

Type Cost Weight AC Material
Properties
Strength
Requirement
Dexterity
(Stealth) Penalty
Repairability
Hauberk (steel) 150 gp 20 lbs 16 Low-maintenance (knack die) Str 13 - DC 15

smithā€™s tools, access to a forge
Splint (steel) 450 gp 30 lbs 17 Low-maintenance (knack die) Str 15 Disadvantage DC 15

smithā€™s tools, access to a forge
Full plate (steel) 1,500 gp 55 lbs 18 Low-maintenance (knack die) Str 15 Disadvantage DC 15

smithā€™s tools, access to a forge
Full plate (stone) 4,500 gp 110 lbs 19 Fortified, weighty (+2) Str 17 Disadvantage Not repairable
Full plate (mithral) 4,500 gp 28 lbs 18 High-quality, lightweight, low-maintenance (advantage) - - DC 25

smithā€™s tools, access to a forge

Helms
Helms fit over your head to protect your skull, though in exchange they limit your vision and hearing. No proficiency is required to wear a helm.

Helm (12gp, 4lbs).Ā This hard leather or metal covering protects the head but not the face, with the exception of a strip over the nose. While wearing this helm you gain a knack dieĀ onĀ saving throwsĀ made toĀ resist beingĀ stunnedĀ orĀ rattled, and your passive Perception score is reduced by 2.

Visored Helm (25gp, 8 lbs).Ā This helm covers the entirety of the head, including the face; the visor may be moved out of the way of the face as an object interaction, in which case the visored helm functions as a standard helm. While wearing a visored helm you gain a knack dieĀ onĀ saving throwsĀ made to resist beingĀ charmed,Ā stunned, orĀ rattled, and your passive Perception score is reduced by 5. Additionally, whenever you take damage from falling, you reduce that damage by 5.

Donning, Doffing, Sizing, and Sleeping in Armor
Armor is typically fitted to its wearer. When you first acquire a set of armor, if it is nonmagical you must make or pay for alterations. Making the alterations yourself requires tool proficiencies as if you were repairing the armor. If the armor is not appropriately sized to you but is of your size category, you must make a DC 12 ConstitutionĀ saving throwĀ at the end of each day, acquiring a level of fatigue on a failure. You may alter armor that is a size category larger than you are, but you cannot fit into armor that is too smallā€”a Medium human could trim down a morgant's breastplate, but could not resize a wolfcat's full plate to fit their larger form.Ā 

It is assumed that cloth armor is worn under breastplates and suits of mail. Aside from cloth, leather, and hide, armor is too rigid and uncomfortable for a restful nightā€™s sleep. If you sleep in medium or heavy armor other than hide, you are roughing it, you regain half the usual number of Hit Dice, and if you have any levels ofĀ fatigueĀ orĀ strifeĀ neither is reduced upon finishing theĀ long rest.

Donning and Doffing Armor
The time it takes to don or doff armor depends on the armorā€™s category.

Don.Ā This is the time it takes to put on armor. Your Armor Class is only increased by armor that you have fully donned.

Doff.Ā This is the time it takes to take off armor. If you have help, reduce this time by half.

  • Light ArmorĀ 1 minute/1 minute
  • Medium ArmorĀ 5 minutes/1 minute
  • Heavy ArmorĀ 10 minutes/5 minutes
  • ShieldĀ 1 action/1 action


Edited by jokomaisu (see edit history)

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