Armour Tiers
Tier 1 : Generic Materials
Tier 1.5 : Rare Materials
Tier 2 : Legendary Materials
Tier 3 : Mythic Materials
Name | Description |
---|---|
Bronze | tier 1 metal - no additional effects available |
Iron | tier 1 metal- no additional effects available |
Steel | tier 1 metal - no additional effects available |
Rawhide | tier 1 leather - no additional effects available |
Thin leather | tier 1 leather - no additional effects available |
Coarse leather | tier 1 leather - no additional effects available |
Furs | tier 1 cloth - no additional effects available |
Jute | tier 1 cloth - no additional effects available |
Wool | tier 1 cloth - no additional effects available |
Cotton | tier 1 cloth - no additional effects available |
Tier 1.5 : Rare Materials
Name | Description |
---|---|
Adamantine | Gain "guard point admantine" costing "5ft" to negate Critical multiplier. If you have no more uses of Guard point Adamantine you can use a reaction to lower your movement next turn by 5ft and gain another use. |
Mithril | Loses the heavy property and becomes a weight 1/4th its normal value. Gains properties "erganomic, "quick-release", "Light" and "muffled" |
Black | Blessed by an unholy property. Gains Endure Radiant. |
White | Blessed by a holy property. Gains Endure Necrotic. |
Blessed Leather | Leather variant of blessed plates. See White or Black. |
Chitin | Gain Advantage to save from poison and add your Armour Rating as a reduction to poison damage taken. Additional gain ADV to dexterty (stealth) checks when hiding in grass or similar foilage. (such as forests) |
Webbed Leather | Enemies have DisADV to disarm bearer, use acid or corrosion affects your armor and have DisADV stripping you of your armour. ADV on strength (Athletics) checks to climb a vertical surface. |
Bonemold | Gains "Heavy" property. Gain "Guard Point Bonemold" to spend 10 ft of movement and reduce damage from an attack by your proficiency modifier. (can stack multiple guard point Bonemold ). If you have no more uses of Guard point Bonemold you can use a reaction to lower your movement next turn by 10ft and gain another use. |
Orcish | A mixture of Bonemold and Dark Iron. Wearing Orcish armour you gain "Guard Point Orcish" can use 15 ft of movement to reduce damage taken from an attack by your profiency modifier. Creatures classified Fiend or hailing from a lower plane have DisADV when attacking you. If you have no more uses of Guard point Orcish you can use a reaction to lower your movement next turn by 15ft and gain another use. |
Dark Iron | Dark Iron is crafted from metals deep below the crust of the surface. Creatures classified Fiend or hailing from a lower plane have DisADV when attacking you. You have ADV on checks to be frightened or charmed by Fiends or creatures from the lower plane. |
Cold Iron | Rare metal that has never been molten and will loose its properties and become normal iron if melted. You add 1d4 to your saving throws and skill checks against creatures of fae type. When attacked by a Fae increase your AR (Armour Rating) by +1. |
Dense Lead | Gains "Heavy" and "Bulky" property. Gain resistance to Psychic and increase your AR (Armour Rating) by +1. Also Additionally gain another AR +1 if the damage type is either of the following: Force, Rend (AB Slashing) or Puncturing (AB Peircing). |
Dense Silver | Gains "Bulky" property. Gain Resistance to Necrotic and Psychic and increase your AR (Armour Rating by +1. Also Additionally gain another AR +1 if the damage type is either of the following: Celestial, Incorporeal or shape shifting creatures. You have ADV on checks to be frightened or charmed by celestial, incorperal or shape shifting creatures. |
Gravite | Gains "Heavy" and "Bulky" property. Gain resistance to force and lightning damage. You cannot be moved by non magical means. ADV on Saving throws to move you magically. Your AR +1 if the damage type is either of the following: Force, Rend (AB Slashing) or Puncturing (AB Peircing). |
Tier 2 : Legendary Materials
Name | Description |
---|---|
Dragonstone | Gains "Heavy" and "Bulky" property. Gain resistance to force and fire damage. Gains Endure Cold. Magical +1 item (increases AC and AR by 1). |
Dragonbone | Gains "Heavy" property. Gain resistance to force damage. Gain "Guard Point Dragonbone" to spend 10 ft of movement and reduce damage from an attack by your proficiency modifier. (can stack multiple guard point Dragonbone). If you have no more uses of Guard point Dragonbone you can use a reaction to lower your movement next turn by 10ft and gain another use. Magical +1 item (increases AC and AR by 1). |
Runite | Loses "heavy" property if on the item and becomes a weight 1/4th its normal value. Gains Endure Force. Magical +1 item (increases AC and AR by 1). |
Dragonglass | Gains "Bulky" property but Loses "heavy" property if on the item and becomes a weight 1/4th its normal value. Gains Endure Fire. Magical +1 item (increases AC and AR by 1). |
Coral | While wearing armor made from coral, you have ADV on checks made to swim, and swimming does not cost extra movement. Whenever you start your turn Unconscious while in water, the buoyancy of the armor also causes you to float 60ft to the surface. Magical +1 item (increases AC and AR by 1). |
Lunar | Gain Resistance to Radiant and Psychic. Magical +1 item (increases AC and AR by 1). |
Widowsilk | Gain AC bonus to your CON modifier (max 2). Magical +1 item (increases AC and AR by 1). (doesn't stack with Padded) |
Gossamer | Gain AC bonus to your WIS modifier (max 2). Magical +1 item (increases AC and AR by 1). (doesn't stack with Manteau) |
Damask | Gains properties "erganomic, "quick-release", "Light" and "muffled". Gains Endure Force. Magical +1 item (increases AC and AR by 1). |
Starsilk | If you are the target of an attack which would deal acid, cold, fire, lightning, or thunder damage you can use a reaction to adapt to that damage type. While adapted, you have resistance to that damage type. The Starsilk returns to its normal state after ten minutes. Magical +1 item (increases AC and AR by 1). |
Tier 3 : Mythic Materials
Name | Description |
---|---|
Living Ice | Metallic replacement properties unknown - made of shifting moving unbreakable ice |
Ganodermic | Metallic replacement properties unknown - made of spores so strong that they are unbreakble |
Crystal | Metallic replacement properties unknown - made of unbreakable gemstones |
God Metal | Metallic - properties unknown - made in forges mysterious and ancient |
Vibranium | Metallic - properties unknown - unbreakable when forged |
Refined Elunium | Metallic - properties unknown - refined items to the highest levels |
Related articles - House Rules
Guard Points - Extra line of defense - EnchantingRelated articles - Equipment - Armour
Armour Class Revamped - Armour and Shields - AC Calculations - - Armour Changes - Quality Propterties -Armour TiersRelated articles - Equipment - Weapons
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