If armor is destroyed it may be repaired at a cost of the base price of the armor x1.5.
There are a number of options available to a character to upgrade their armor, from high-cost armor proofing, to useful additions like insulation suitable for cold weather environments. A complete list of these options, as well as cost and any additional requirements, are shown in the Armor Upgrades table. In addition to the basic rules for upgrading, the following rules apply when upgrading a suit of armor or a shield with a new tag:
Tag | Cost | Prerequisite | Properties |
Armor Proofing: 1st Tier |
1000 |
Light, medium, or heavy armor |
Reduce all nonmagical bludgeoning, piercing, and slashing damage by 6. |
Armor Proofing: 2nd Tier |
2000 |
Medium or heavy armor with the
1st tier Armor proofing tag |
Reduce all nonmagical bludgeoning, piercing, and slashing damage by 7. |
Armor Proofing: 2rd Tier |
3000 |
Heavy armor with the 2nd tier
Armor Proofing tag |
Reduce all nonmagical bludgeoning, piercing, and slashing damage by 8. |
Armor Refining: 1st Tier |
3000 |
Light, medium, or heavy armor |
+1 to AC |
Armor Refining: 2nd Tier |
6000 |
Medium or heavy armor with the
1st tier Armor Refining tag |
+2 to AC |
Armor Refining: 3rd Tier |
9000 |
Heavy armor with the 2nd tier
Armor Refining tag |
+3 to Ac |
Breathable |
100 |
Light or medium armor. Incompatible with insulated tag |
While wearing this armor, you have advantage on saving throws you make against exhaustion effects due to extreme heat. |
Burnished |
10 |
Heavy Armor |
This armor has been polished to a mirror finish. While wearing it, you may have advantage on Charisma-based skill checks when interacting with certain humanoids, as determined by the DM. This tag is automatically removed after 24 hours of wear or at the end of a combat. |
Climbing Harness |
100 |
Light, Medium, or Heavy armor |
This armor has been modified with a climbing harness around the midriff, comprising leather straps and quick- draws. While wearing it, you make Strength (Athletics) checks to scale vertical surfaces with advantage when using a rope or similar aid. |
Decorated |
5 |
Medium or Heavy armor and shields |
This armor or shield is adorned with a holy symbol and can be used as a spellcasting focus for cleric and paladin spells. |
Insulated |
100 |
Incompatible with the Breathable tag |
This armor counts as cold weather gear in conditions of extreme cold. |
Locking Joints |
150 |
Half Plate, Plate, or Full Plate |
This armor is made with hinged joints that can be locked by a quick motion from the wearer. While wearing it, you make Strength (Athletics) checks to oppose attempts to shove you with advantage. |
Muffled |
50 |
Heavy Armor |
This armor no longer confers disadvantage on Dexterity (Stealth) checks. |
Quick-release clasps |
200 |
Light, Medium, or Heavy armor |
You can doff this armor as an action. |
Reinforced |
300 |
Heavy Armor |
This armor has been reinforced at the joints and other weak points. While wearing it, critical damage you take from nonmagical attacks is reduced by 3. |
Runic |
400 |
Any armor or shield, can only be applied by an Runesmith |
The armor or shield can be imbued with rune magic. |
Spiked |
250 |
Medium or Heavy armor |
This armor has been modified with spikes, barbs, or other similar feature, and deals 1d4 piercing damage to creatures attacking with unarmed strikes or natural weapons that aren’t magical. |
The Revised Armor table is intended to replace the Armor table found in the Player’s Handbook. Previous names are referenced in brackets for the purposes of class equipment selection.
Armor | Cost | Armor Class | Strength | Weight | Properties |
Gambeson (Leather) |
15 |
11 + Dex |
|
8 lb |
Light |
Leather Jerkin (Studded Leather) |
45 |
12 + Dex |
|
10 lb |
Light |
Mail Shirt (Chain Shirt) |
60 |
13 + Dex (Max 2) |
|
24 lb |
Medium |
Lamellar (Scail Mail) |
150 |
14 + Dex (Max 2) |
|
20 lb |
Medium, Stealth Disadvantage |
Hauberk (Breast Plate) |
400 |
14 + Dex (Max 2) |
|
30 lb |
Medium |
Brigandine (Half Plate) |
750 |
15 + Dex (Max 2) |
|
40 lb |
Medium, Stealth Disadvantage |
Cuirass (Chain Mail) |
90 |
16 |
Str 13 |
30 lb |
Heavy, Stealth Disadvantage |
Half Plate (Splint) |
450 |
17 |
Str 15 |
45 lb |
Heavy, Stealth Disadvantage |
Plate |
900 |
18 |
Str 15 |
60 lb |
Heavy, Stealth Disadvantage |
Full Plate |
1500 |
19 |
Str 18 |
90 lb |
Heavy, Stealth Disadvantage |
Buckler |
10 |
+1 |
|
3 lb |
Shield, Parry (In Exotic Weapons) |
Heater |
20 |
+2 |
Str 13 |
8 lb |
Shield |
Tower |
75 |
+3 |
Str 15 |
15 lb |
Shield, Can't make opportunity of attack while wielding |
Gauntlet Spikes |
+50 |
|
|
|
Your unarmed melee attacks deal 1d4 bonus piercing damage and a grappled creature takes the same on each of their turns |
Locked Gauntlet |
+8 |
|
|
|
You have advantage against being disarmed |
Shield Spikes |
+10 |
|
|
|
Creatures who make an unarmed attack and miss take 1d4 piercing damage |
Comments