Armor in The Aether | World Anvil
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Armor

Armor Training. Anyone can put on a suit of armor, but that does not mean that they can use it properly. Only those with proper Training in the Armor's use know how to wear it effectively, however. Your class gives you Training in certain types of Armor. If you wear Armor that you lack Training with, you have Disadvantage on any d20 Test involving Strength or Dexterity and you can't cast Spells.

Armor Class (AC). Armor protects its wearers from attacks. The armor (and shield) you wear determines your base AC.

Donning Armor. To Don armor is to put it on. You gain no benefit from an armor's AC until you've taken the full time to don it.

Doffing Armor. To Doff armor is to take it off. If you have help, the time it takes to doff your armor is halved.

Armor Properties

Many Armors have special properties related to their use, as shown in the Armor table.

  • Bleeding Edge. Amror with this property loses effectiveness when its wearer becomes bloodied. This is represented in the AC it provides being reduced to the number following this property in parentheses.
  • Bulky. Armor with this property grants its wearer advantage on saving throws to avoid being grappled or restrained. Effects that would move the wearer have disadvantage (if applicable) and move the wearer 5ft less than they would otherwise.
  • Cumbersome. Armor with this property prevents its wearer from taking the dash action.
  • Energy Shielded. Armor with this property grants its wearer temporary hitpoints at the end of each turn that they take no damage up to a certain amount. Following this property in parentheses is the rate at which the temporary hitpoints generate and the maximum number of temporary hitpoints that the armor can provide its wearer at a time.
  • Gyroscopic Stabilization. Armor with this property grants its wearer advantage on saving throws against being knocked prone and, when prone, allows its wearer to expend 5ft of movement to stand up in place of using an action.
  • Heavy. Armor with this property can only be worn effectively by a creature with proficiency in heavy armor. If the armor requires the wearer to have a certain strength score to use it, the strength score will follow this property in parentheses.
  • Insulated. Armor with this property grants its wearer resistance to cold, fire, and lightning damage.
  • Integrated Life Support. Armor with this property grants its wearer advantage on death saving throws.
  • Light. Armor with this property allows its wearer to add their Dexterity modifer to their AC.
  • Loud. Armor with this property forces its wearer to make stealth checks with disadvantage.
  • Medium. Armor with this property allows its wearer to add their Dexterity modifier to a maximum of 2 to their AC.
  • Reinforced. Armor with this property grants its wearer resistance to nonmagical Bludgeoning, Piercing, and Slashing Damage.
  • Shock Absorbers. This armor grants its wearer special protections from falling great heights. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 20 feet it fell (instead of every 10 feet). If the wearer would take damage when landing, they must make a Dexterity (Actrobatics) saving throw whose DC is 10 + the distance fallen / 20. On a success, the creature lands on its feet and takes a maximum of 10d6 bludgeoning damage. On a failure, the wearer lands prone and takes a maximum of 20d6 bludgeoning damage.
  • Special. Armor with this property has unusual rules governing its use, explained in the armor's description (see "Special Armor" below).
  • Universal Respirator. Armor with this property grants its wearer the ability to breathe in any environment.

Armor Tables

Primitive Armor

Modern Armor


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