Armor and Shields
Regular Armor
Regular armor is the stuff that protects you in battle. It mainly decided your Armor Class (AC), which is detailed below. They all follow the same generic formula – they all have a set price, AC bonus and Spell Failure (SF) chance, some may have general properties that affect their function or a base Damage reduction value. Please consult the below table. They don’t have special abilities, or the like.
Shields, on the other hand, provide a bonus to your AC. They must be held in a hand to provide the bonus. You may only get the AC bonus from one shield at a time.
Name | AC | Cost | DR | SF | Properties | Equip time |
---|---|---|---|---|---|---|
Holy Governor's suit | 30 | ∞ | 5 | 0% | Magical | 1 min |
Faith Keeper's garments | 25 | ∞ | 5 | 0% | Magical | 1 min |
Shining plate | 22 | ∞ | 10 | 50% | Magical | 10 mins |
Plated robe | 17 | ∞ | - | 0% | Magical, Flexible (max +3) | 1 min |
Magical plate | 21 | 150 000 § | 5 | 50% | Magical | 10 mins |
Plate | 19 | 100 000 § | 3 | 50% | Metal | 15 mins |
Chainmail | 17 | 50 000 § | 3 | 40% | Metal | 15 mins |
Half-plate | 15 | 30 000 § | - | 40% | Metal, Flexible (max +3) | 10 mins |
Scale mail | 15 | 25 000 § | - | 30% | Metal, Flexible (max +2) | 10 mins |
Breastplate | 14 | 20 000 § | - | 20% | Metal, Flexible (max +3) | 5 mins |
Chain shirt | 13 | 15 000 § | - | 10% | Metal, Flexible | 5 mins |
Studded leather | 12 | 1 200 § | - | 10% | Flexible | 5 mins |
Leather | 11 | 500 § | - | 0% | Flexible | 5 mins |
Padded | 11 | 350 § | - | 0% | Flexible | 15 mins |
Regular clothes | 10 | 0 § | - | 0% | Flexible | 1 min |
Shield | +1 AC | 5 000 § | - | - | 1 action | |
Metal shield | +2 AC | 10 000 § | - | - | Metal | 1 action |
Tower shield | +3 AC | 25 000 § | 1 | - | Metal | 1 action |
Armor Class (AC)
Armor Class determines how much you need to roll in order to hit your target. In order to hit, your Attack roll need to either exceed or be equal to the AC of your target.
For example, if you attack someone with an AC of 18 and you have an Attack modifier of +4, you roll 1d20+4. If your final sum is greater or equal to 18, you get the hit in. Otherwise, it is a miss.
Spell Failure (SF)
When casting a spell while wearing certain kinds of armor, you run a risk of the spell failing. Each armor type has a different percentage base chance of failure. This failure chance may be further altered. when you cast a spell, before you determine the effects of the spell, roll to see if the spell fails. If the spell fails, you do consume the FP spent, but no material components are consumed.
Properties
Clothes – clothes are the basic armor that (almost) everyone wears. They aren’t considered traditional armor in the sense that abilities and effects that apply to armors cannot be applied to clothes, unless explicitly stated. You may (and probably will) wear clothing underneath a different suit of armor, though you will gain no benefits from the clothing. Even when wearing no clothing, you still get all the AC and property benefits (but people will not like looking at you).
Flexible – While wearing this armor, you may add up to half you DExterity modifier to your AC, rounded down. Some armors may be capped on how big this bonus may be.
Magical – This armor is treated as being inherently magical. Armor upgrades may still be applied to them.
Metal – Item with this property give you resistance to toxic damage, but also give vulnerability to electricity damage.
Armor Upgrades
A piece of armor may be enchanted via magic to give it more power and/or unique abilities. This is done via armor upgrades. These upgrades are applied to an armor piece you already own, and cannot function alone. Such armor with an armor upgrade is treated as magical armor. Only one armor upgrade may be applied to an armor piece. Applying them to a piece of armor (or moving the upgrade to a different suit of armor) can be done over the course of a long rest. Some armor upgrades may require the owner to be attuned to the magical armor, which is included in the initial application of the upgrade. For further rules about attuning, see the Equipment Basics page.
Armor of Etherealness
90 000 §, attunement
While you’re wearing this armor, you can speak its command phrase as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command phrase again. This property of the armor can’t be used again for the next 24 hours.
Armor of Gleaming
500 §
This armor never gets dirty.
Armor of Invulnerability
70 000 §, attunement
You have resistance to two damage types of your choosing while wearing this armor. These damage types can be any except for normal. Additionally, you can use an action to make yourself immune to these two damage types for 1 minute or until you are no longer wearing the armor. Once this special action is used, it can’t be used again for the next 24 hours.
Cast-off Armor
7 000 §
You can take off this armor as an action.
Dragon Scale Armor
25 000 §, attunement
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table below).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again for the next 24 hours.
Dragon type | Black | Blue | Yellow | Green | Red | White | Shadow |
Resistance | Sonic | Electricity | Holy | Toxic | Fire | Ice | Withering |
Fire Armor
90 000 §, attunement
While wearing this armor, you gain a +2 bonus to AC and you are immune to fire damage. In addition, you can stand on and walk across molten rock as if it were solid ground.
Hunter’s Armor
40 000 §, attunement
You gain a +1 bonus to AC while wearing this armor.
The armor gains 3 charges. When you hit a creature with an attack and that creature doesn’t have all its hit points, you can expend 1 charge to deal an extra 1d10 withering damage to the target. The armor regains all expended charges daily at dawn.
Igsan Armor
18 000 §, attunement
While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Saving (Strength) throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Magerune Armor
50 000 §, attunement
This armor is inscribed with magical runes that help guide the energies to help the spell overcome the armor, at the cost of some protection. Reduce the AC of the armor by 2 and reduce the SF by 25%.
Mariner’s Armor
9 000 §
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater being dead, the armor causes you to rise 60 feet toward the surface. The armor becomes decorated with fish and shell motifs.
Reinforced Armor
5 000 §
While you’re wearing it, any critical hit against you becomes a normal hit.
Smoldering Armor
100 §
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Sturdy Armor
50 000 §
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
The armor also increases its DR by 3.