Armour System in Jordaheim | World Anvil

Armour System

A character's armor defends them by reducing the likelyhood that an attack will deal damage. An attack that fails due to a character's protection doesn't really fail to connect, but rather fails to connect with enough force to deal any damage. In this system dosen not only armor increase the chanse of would-be hits into misses, it allso reduce the amount of damage dealt by an attack. Armor still prevents some hits outright, but also reduces the deadliness of attacks that do connect.

 

Armour Proficensy

If you adopt this variant rule for your campain, then you don't gain any penalties while wearing armour that you have no Proficensy in. This system intends to provide benefits and drawbacks depending on its make and material that the players have to consider. Rather than having a arbitrary limiter bound to arbitrary notions. As long as you have the strength to wear the armour along with the rest your gear, you wont have much of an issue since the weight is distributed over your body.

  • Armour that weigh equal to or les than 15 lbs as light armour.
  • Armour that weigh more than 15 counts as Medium armour.
  • Armour that weigh more than 40 counts as Heavy armour.
  • Armour that weigh more than 70 counts as Massive armour.

These following changes to the rules are in place when using this erviced rules.

  • You have disadvantage on saves to avoid exhastuion if you travel in armour that you don't have proficensy in.
    • You surcumbvent this penalty if you only spend 3 hours or les traveling while wearing the armour.
  • You add your armor proficensy to skillchecks that involves repair, crafting, recolection or recognising armour.
  • Armour interfears with magic in the fiollowing ways.
    • Arcane. Disadvatage on all spell attacks and targets make their saves with advatage, unles the armour is made of not arcane intefearing material, inscribed with arcane markings or is properly enchnated.
    • Divine. Disadvatage on all spell attacks and targets make their saves with advatage, unles armour bears sigils, enscribed with holy scripture, or made in a way that is in line with your faith.
    • Primal. Cant cast spells while wearing armor amde of procesed materaial, such as forged steel, cured leather and so on.
 

Damage Reduction

Damage reduction applies to striking damages (bludgeoning, piercing and slashing), where it reduces the damage taken from an attack that hits its wearer. Every other time the armour would have enough bulk where the armour would increse the AC, increase is DR instead. Apply Damage Reduction before any resistance. To overcome the DR of the armour, inflict a damagetype it dosen't reduce.

 

Armor articulation

Armour may cause dificulty in moment while worn, witch are represented by two factors, weight and bulk.
Weight
This is a restriction that manifestas as of a force that constantly pulls down on the characters. This can be mitegated by either sheading some gear to carying less, or building up your body with strength to carry more.
  • You apply your dexterity bonus to your AC as abonus if its positive, and as a penatly if its negative.
  • Your carrying capacity is 5 x your strength score, and for every addition 5 lbs you carry above your capacity apply -1 to your dexterity score.
Bulk
This is a restiction that manifestas as of a force that pushes gaisnt your limbs when you move, witch is cause by how much armour in volume you wear. Armors made of less tougher material provide les protection compared to armour made of tougher amterial. An example would be paded cloth comapred to steel. However, such armours can compensate by adding more material to be just as protective. But in doing this, they become harder to move in due the extra layers of material needed. Armour that are harder to move gain the following properties.

Stuffy

The wearer has disadvantage for the followign skills: Sleight of hand, Acrobatics and Atheltics.

Restrictive

In addition to the Stuffy effect, the wearer has disadvantage on dexterity saves and attacks that uses dexterity to hit and damage.
   

Pre Existing Armor

 
Name AC Bonus Damage Reduction Weight Cost Properties
Arming Doublet
Aketon
Gambeson
+1
+1
+2
+2
+3
+3
+4
+4
+5
0
1
1
2
2
3
3
4
4
6 lb.
8 lb.
10 lb.
12 lb.
14 lb.
16 lb.
18 lb.
20 lb.
22 lb.
5 gp
7,5 gp
10 gp
12,5 gp
15 gp
17,5 gp
20 gp
22,5 gp
25 gp
Warming, Enflamabe
Warming, Enflamabe
Warming, Enflamabe, Stuffy
Warming, Enflamabe, Stuffy
Warming, Enflamabe, Restrictive
Warming, Enflamabe, Restrictive
Warming, Enflamabe, Restrictive
Warming, Enflamabe, Restrictive
Warming, Enflamabe, Restrictive
Leather +1
+1
+2
+2
+3
+3
+4
+4
+5
0
1
1
2
2
3
3
4
4
9 lb.
12 lb.
15 lb.
18 lb.
21 lb.
24 lb.
27 lb.
30 lb.
33 lb.
6 gp
9 gp
12 gp
15 gp
18 gp
21 gp
24 gp
27 gp
30 gp
Incombustible
Incombustible
Incombustible
Incombustible
Incombustible, Stuffy
Incombustible, Stuffy
Incombustible, Restrictive
Incombustible, Restrictive
Incombustible, Restrictive
Hide Armour

Hide Coat
+1
+1
+2
+2
+3
+3
+4
+4
+5
0
1
1
2
2
3
3
4
4
12 lb.
18 lb.
24 lb.
30 lb.
36 lb.
42 lb.
48 lb.
54 lb.
60 lb.
5 gp
7,5 gp
10 gp
12,5 gp
15 gp
17,5 gp
20 gp
22,5 gp
25 gp
Warming
Warming
Warming
Warming
Warming, Stuffy
Warming, Stuffy
Warming, Restrictive
Warming, Restrictive
Warming, Restrictive
Metal Scale Mail
+1
+2
+2
+3
+3
+4
+4
+5
1
1
2
2
3
3
4
4
27 lb.
36 lb.
45 lb.
54 lb.
63 lb.
72 lb.
81 lb.
90 lb.
15 gp
22,5 gp
30 gp
37,5 gp
45 gp
52,5 gp
60 gp
67,5 gp
Conductive
Conductive, Noicy
Conductive, Noicy
Conductive, Noicy
Conductive, Noicy
Conductive, Noicy, Stuffy
Conductive, Noicy, Stuffy
Conductive, Noicy, Restrictive
Bone Laminar
+1
+2
+2
+3
+3
+4
+4
+5
1
1
2
2
3
3
4
4
9 lb.
18 lb.
27 lb.
36 lb.
45 lb.
54 lb.
63 lb.
72 lb.
10 gp Consecrated
Consecrated
Consecrated
Consecrated
Consecrated
Consecrated, Noicy
Consecrated, Noicy
Consecrated, Noicy, Stuffy
Chain Mail

Hauberk


Full Mail
+1
+1
+2
+2
+3
+3
+4
+4
+5
0
1
1
2
2
3
3
4
4
21 lb.
28 lb.
35 lb.
42 lb.
49 lb.
56 lb.
63 lb.
70 lb.
77 lb.
30 gp
45 gp
60 gp
75 gp
90 gp
105 gp
120 gp
135 gp
150 gp
Conductive
Conductive
Conductive, Noicy
Conductive, Noicy
Conductive, Noicy
Conductive, Noicy
Conductive, Noicy, Stuffy
Conductive, Noicy, Stuffy
Conductive, Noicy, Restrictive
Breastplate

Halfplate


Fullplate
+2
+2
+3
+3
+4
+4
+5
1
2
2
3
3
4
4
24 lb.
32 lb.
40 lb.
48 lb.
56 lb.
64 lb.
72 lb.
120 gp
180 gp
240 gp
300 gp
360 gp
420 gp
480 gp
Conductive
Conductive
Conductive, Noicy
Conductive, Noicy
Conductive, Noicy
Conductive, Noicy
Conductive, Noicy, Stuffy
Wooden lamelar
(Tanko Armour)
+1
+2
+2
+3
+3
+4
+4
+5
1
1
2
2
3
3
4
4
15 lb.
22 lb.
30 lb.
37 lb.
45 lb.
52 lb.
60 lb.
67 lb.
10 gp
 

Armour properties

Some properties usualy has one that are positive and one that is negative.  

Damage

Properties that relates to damage and how it may affect the armour and its wearer.

Conductive

Creatures have advantage on their attack roll against the wearer if the damage delt is Lighting.

Grounded

Apply the armours damage reduction to Lighting damage as well.
 

Enflaming

Creatures have advantage on their attack roll against the wearer if the damage delt is Fire.

Incombustible

Apply the armours damage reduction to Fire damage as well.
 

Chilling

Creatures have advantage on their attack roll against the wearer if the damage delt is Cold.

Warming

Apply the armours damage reduction to Cold damage as well.
 

-

Creatures have advantage on their attack roll against the wearer if the damage delt is Thunder.

-

Apply the armours damage reduction to Thunder damage as well.
 

-

Creatures have advantage on their attack roll against the wearer if the damage delt is Acid.

Aciduric

Apply the armours damage reduction to Acid damage as well.
 

-

Creatures have advantage on their attack roll against the wearer if the damage delt is Radiant.

-

Apply the armours damage reduction to Radiant damage as well.
 

-

Creatures have advantage on their attack roll against the wearer if the damage delt is Necrotic.

Consecrated

Apply the armours damage reduction to Necrotic damage as well.
 

-

Creatures have advantage on their attack roll against the wearer if the damage delt is Force.

-

Apply the armours damage reduction to Force damage as well.
 

-

Creatures have advantage on their attack roll against the wearer if the damage delt is Psychic.

-

Apply the armours damage reduction to Psychic damage as well.
 

Other

 

Noisy

The wearer has disadvatage on Stealth to hider while moving. If the wearer can negate this penalty by not spending any of its movment while stealthing.

Consealing

The wearer has advantage on Stealth to hide while moving.
 

Slick

Creatures have disadvantage on grappling and holding onto the wearer.  

Master craft/Magic armor

Armor that has a +1, +2, +3 bonus provide its to the Armor Class bonus of the armour.  

Cast-Off

You can doff this armor as an action.  

Spiked

At the start of each of your turns you deal piercing damage to any creature grappling you or any creature grappled by you. The creature allso takes damage when ever it uses the shove action agaisnt you with a limb or its body. The damage die is determiend by the total bulk of the armour.
  • Bulk 6 to 10: 1d4
  • Bulk 11 to 15: 1d6
  • Bulk 16 to 20: 1d8
 

Mariner

The armour is fited with finns and other atachemtns that allows for beter swiming. While wearing it, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface.  

Endurant

Reducign the htreat range of critical hits by 1. If it reduces the threat range to above 20, then the creature are imune to critical hits.    

Monsters' Damage Reduction

Monsters are also affected by this variant rule. If a monster wears armor, consult the table above to find its new armor class and its damage reduction value. If a monster has natural armor, use the following calculations to determine its new armor class and damage reduction value: take the monster's original armor class, subtract (10 + the monster's Dexterity modifier), and divide the result by 2. This number is the monster's damage reduction value. Subtract the damage reduction value from the monster's original armor class to get its new armor class.  

Shields

Use the table in the Weapons list to determin how well you can wield shields. Apply +2 to the AC bonus for each size catagory large the shield was ment for, but the likely hood of you being able to weild it are slim.

Type AC Small Medium Large Huge Gargantuan Wielding Effect Weight
Light Shield +1 1d2 1d4 1d8 1d12 2d10 Light 2 lb.
Regular Shield +2 1d4 1d6 1d10 2d8 2d12 Light 6 lb.
Broad Shield +3 1d6 1d8 1d12 2d10 3d10 - 12 lb.
Great Shield +4 1d8 1d10 2d8 2d12 3d12 Disadvantge on attacks when wielded one-handed 18 lb.

Don/Doff Time

Category Don Doff
Light Armor 1 Action per bulk 1 Action per 2 bulk
Medium Armor 1 minute per bulk 1 minute per 2 bulk
Heavy Armor 2 minutes per bulk 1 minute per bulk
Shield 1 action 1 action

Proficiency

  • Armor Proficiency: Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can't cast Spells.
  • Strength Requirement: If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.