Armor Item in Dierde | World Anvil

Armor

Light Armor

 
Item Cost Armor Class (AC) Strength Stealth Weight
Padded 5 gp 11 + Dex modifier - Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier - - 10 lb.
Leather scale 25 gp 12 + Dex modifier - Disadvantage 15 lb.
Studded leather 45 gp 12 + Dex modifier - - 13 lb.
 

Medium Armor

 
Item Cost Armor Class (AC) Strength Stealth Weight
Layered furs 5 gp 12 + Dex modifier (max 2) - Disadvantage 15 lb.
Hide 10 gp 12 + Dex modifier (max 2) - - 12 lb.
Brigandine 35 gp 13 + Dex modifier (max 2) - Disadvantage 35 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) - - 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) - Disadvantage 45 lb.
Coin armor 100+ gp 14 + Dex modifier (max 2) - Disadvantage 50 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) - - 20 lb.
Half plate (field plate) 750 gp 15 + Dex modifier (max 2) - Disadvantage 40 lb.
 

Heavy Armor

 
Item Cost Armor Class (AC) Strength Stealth Weight
Layered hides 20 gp 14 Str 13 Disadvantage 45 lb.
Ring mail 30 gp 14 - Disadvantage 40 lb.
Banded mail 55 gp 15 - Disadvantage 45 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint (plate mail) 200 gp 17 Str 15 Disadvantage 60 lb.
Plate (full plate) "1,500 gp" 18 Str 15 Disadvantage 65 lb.
 

Shields

 
Item Cost Armor Class (AC) Strength Stealth Weight
Buckler 6 gp 1 - - 2 lb.
Shield 10 gp 2 - - 6 lb.
Pavise (archer shield) 20 gp 2 - - 9 lb.
Tower shield 45 gp 2 Str 15 Disadvantage 30 lb.
 

Additions

 
Item Cost Armor Class (AC) Strength Stealth Weight
Armor spikes +25 gp - - - -
Great helm +10 gp - - - 3 lb.
Locking gauntlet +10 gp - - - -
Reinforced gorget +4 gp - - - 1 lb.
Shield sconce +5 gp - - - -
Shield spikes +15 gp - - - -

Descriptions

Armor suits, shields, and their attachments are described below.   Armor Spikes. These short, sharp spikes can be added to any suit of armor.   When you use the attack action to grapple a creature, the target takes 1d3 piercing damage if your grapple check succeeds. Armor so modified is “spiked armor” for purposes of the Battlerager Armor feature but this damage is not additive with that feature.   Banded Mail. This resembles leather armor with form-fitted metal bands sewn over most areas. It represents an improvement in protection over ring mail but gaps in the bands still provide less protection than the integrated links of chain mail.   Buckler. This small, lightweight shield straps to the forearm for ease of use.   It takes an action or a bonus action to don or doff a buckler, gripping the interior handle or flicking it back to the forearm to put that hand to some other use. This allows you to switch quickly between combat styles. A buckler cannot be used for any functions of the Shield Master feat.   Breastplate. A solid plate covering the chest and another on the back, linked with leather straps at the sides. This leaves the less-vital portions of the body unarmored but allows the wearer to retain a full range of motion and move about with little encumbrance.   Brigandine. A doublet of cloth or canvas, to which is riveted a series of oblong, overlapping plates. Although variations exist, this type of brigandine uses a great deal of plates with extensive overlap for maximum protection.   Chain Mail. A hauberk and short pants made of interlocking, riveted links. A suit of this type includes some sort of forearm protection and a mail coif. It also includes a padded layer of cloth underneath.   Chain Shirt. A suit of light chainmail that covers the torso, waist, and upper arms. This armor is often worn between layers of cloth or leather.   Coin Armor. This armor constitutes an ostentatious display of wealth. It functions as scale armor but is crafted with coins instead of scales. Each coin is punched with holes used to tie the coin scales together and each coin is backed with steel to offset the weakness of the metals used in the coins.   A suit of coin armor requires 2,000 coins; this additional expense (variable based on the coins’ types) is added to the cost of the armor but does not affect crafting times. The coins constitute a separate ornamentation for the purpose of the armor’s resale value.   Great Helm. This heavy helmet is more protective than the head covering that normally comes with a suit of armor. It fully encases the head and neck, while a visor fully protects the face. Great helms often bear decorative plumes, crests, or elaborate figurines on top.   Wearing a great helm with a suit of medium or heavy armor provides a +2 bonus to saving throws against area spells and effects, a fireball spell. It also grants immunity to the special mechanics of saps and garrotes. Wearing a great helm imposes disadvantage on the wearer’s Wisdom (Perception) checks.   Half Plate. Sometimes called “field plate,” this is a lighter version of full plate armor. Most of the wearer’s body is covered in connected metal plates. It tends to provide less protection at the joints and the extremities of the limbs than full plate armor.   Hide. These treated animal hides are fashioned into a protective suit of armor. Hide armor is often used in primitive societies.   Layered Furs. Unhardened animal hides, when used in layers, provide significant protection to the wearer. Furs layered this way are used for armor in primitive societies or as ceremonial wear.   Layered Hides. Multiple layers of heavy hides over a hardened leather underlayer. This heavy armor is very difficult to move in but provides serious protection without resorting to metal components.   Leather. The breastplate and shoulders of this armor are made of leather that has been stiffened by boiling it in oil. The rest of the armor is made of softer and more flexible materials.   Leather Scale. A torso and shoulder covering made of stiff, overlapping scales of treated leather. (Page 27) Locking Gauntlet. Built into a suit of metal armor, the fingers of this armored gauntlet are equipped with locking braces designed to keep the wearer from being disarmed.   While holding a weapon in the gauntlet, the wearer can use an action to lock the braces with a free hand. Thereafter, the gauntlet wearer automatically keeps hold of a held weapon in a disarming attempt (See page 271 of the Dungeon Master’s Guide) or an application of the Disarming Combat Maneuver. When a weapon is locked in place, the gauntlet wearer cannot put it down or use the hand for anything else. Unlocking the gauntlet also requires another action with a free hand. A locking gauntlet functions as an armor gauntlet if used with unarmed strikes.   Padded. Padded armor is a gambeson made of quilted layers of cloth and batting.   Pavise. Also called an “archer shield,” a pavise is a convex shield with a prominent central ridge. The shape, and a spike or other balancing post that folds out from the bottom, allow the pavise to stand on its own and give cover to someone behind it.   Placing a pavise (or picking it up from a placed position) requires an action. Once placed, you no longer get a shield bonus but can claim half cover while behind it, or three-quarters cover while prone behind it. Because a deployed pavise is less stable and sturdy than a tate or mantlet, this cover bonus does not protect against melee attacks. The cover from a pavise only applies to attacks coming from a cone-shaped region expanding in the direction the device is placed against. When using a battle mat, mark one entire side of the square you are in (corner to corner) when you place the pavise. If a straight line from either unmarked corner of your square to any corner of the attacker’s square touches a corner of, or passes through, the marked side, the pavise provides you with cover. Alternately, draw a diagonal line through the square you are in (connecting opposite corners), with a little arrow to indicate which direction the shield is facing (the side you are not on). If a straight line from the unmarked corner of your square that is behind the shield to any corner of the attacker’s square touches a corner of, or passes through, the marked line, the pavise provides you with cover.   Plate. Sometimes called “full plate,” this armor’s shaped, interlocking metal plates cover the wearer completely. Even the extremities are covered in interlocking plates, down to the individual joints over the backs of each finger. Plate armor is typically worn over an arming doublet, buckled to various parts of the garment to better distribute the carried weight across the wearer’s body.   Reinforced Gorget. A reinforced gorget is a metal collar that protects the wearer’s neck and clavicle region. This protective device grants immunity to the strangling mechanics of garrotes.   Ring Mail. Heavy rings sewn onto a leather covering, this armor is not as protective (or expensive) as a suit of chain mail, with its more complex, interlocking rings.   Scale Mail. This armor consists of a leather hauberk and leggings covered by overlapping metal scales and other reinforcements.   Shield. A one-handed protective device, this flat or curved plane covers a portion of the body and is actively wielded for blocking attacks.   A shield can be made of wood or metal. It provides the protection described in the Armor table. You can only benefit from one shield at a time.   Shield Sconce. This heat-resistant plate and set of brackets mounts on the front of a shield. This device can attach to any kind of shield except a buckler. It is built to lock in a lit torch or sunrod, allowing the shield-bearer to carry a light source in the same hand as the shield. A shield modified with a sconce cannot also bear an emblem holy symbol or shield spikes.   Shield Spikes. These sharp studs cover the face of a shield, making it into a convincing weapon.   The spikes can be applied to a shield or pavise, but not a buckler or tower shield. When the affected shield is used as an improvised weapon, it inflicts (1d4) piercing damage instead of bludgeoning damage. Additionally, when you use the Attack action to shove a creature, you can inflict the spikes’ piercing damage if your check succeeds. (Do not add your ability modifier to damage when using the spikes in a shove.)   A shield modified with spikes cannot also bear a sconce or an emblem holy symbol. Lizardfolk are particularly skilled with spiked shields and can use them to exceptional effect.   Splint. Splint armor is composed of narrow strips of interlocking metal, riveted together and backed by leather and cloth padding. Significant overlap of the plates provides exceptional protection (and weight). Mail segments cover some of the wearer’s joints. A version of this armor called “plate mail” uses fewer, larger plates over certain sections of the body.   Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or studs.   Tower Shield. A tower shield is much larger and heavier than a standard shield, standing nearly as tall as the person who wields it.   With a tower shield equipped, you can use your reaction to hunker behind it in response to an attack against you or to an effect that would cause you to make a Dexterity saving throw. You gain the benefits of half cover until the start of your next turn. Additionally, whenever you take the Dodge action while a tower shield is equipped, the benefit is not lost if you become incapacitated because of the stunned condition or if your speed is otherwise reduced to 0. If you have the Shield Master feat, you cannot use a tower shield to bash because of its unwieldly nature.