Armorer

Armor Repair

If armor is destroyed it may be repaired at a cost of the base price of the armor x1.5.

Armor Upgrades

Upgrading Armor

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:
  • Any prerequisite conditions must be satisfied to apply a new tag, as shown in the Armor Upgrades table.
  • Typically, it takes an artisan a full day of work (minimum 8 hours) to upgrade a suit of armor or a shield with a new tag.
  • Armor Proofing and Armor Refining. The proofing and refining process normally requires a full workweek (5 days) and can only be under-taken by a master armorer. Once added, armor proofing tags can’t be removed from a suit of armor.
  • Armor can be upgraded to the next set by paying the gold difference (example: Half plate may be upgraded to plate).
 
TagCostPrerequisiteProperties
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.

Revised Armor

Armor Revisions

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 Descriptions

The following new types of armor have been added to the Revised Armor table:
  • Brigandine. Brigandine is a sturdy coat of layered linen or leather lined with small steel plates riveted to the fabric.
  • Cuirass. A type of armor formed of a single or multiple pieces of metal that cover the torso. A cuirass generally refers to both a chest plate and back piece together.
  • Gambeson. A gambeson is a padded defensive jacket, either worn separately or as an underlay for heavier types of armor. It can also double as a winter coat.
  • Hauberk. A hauberk is a shirt of mail that reaches at least to mid-thigh and includes sleeves.
  • Lamellar. This is a type of body armor made from small rectangular plates (scales or lamellae) of iron, leather, or bronze laced into horizontal rows.
 
ArmorCostArmor ClassStrengthWeightProperties
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

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