House Rules: Armorcraft

Armor Frame

  An armor’s frame determines its core materials and the user's mobility while wearing it. When wearing multiple armor components from different frames, the rules regarding the most rigid frame apply to your entire character.  

Jack

This armor is flexible and easy to move in. Most are made of canvas or leather, often stiffened and reinforced in places. When you wear a jack, add your Dexterity modifier to your Armor Class.  

Hauberk

A hauberk is a shirt of armor that is still flexible enough to dodge blows, but restricts the wearer’s agility. The most common hauberk is made of interlocking links of steel or iron chain. When you wear a hauberk, its Dexterity bonus is limited to +2 even if your Dexterity modifier is higher.  

Cuirass

The most formidable armor is built around a rigid carapace protecting the wearer’s vital organs. This chestplate is augmented with additional protection over the wearer’s extremities. When you wear a cuirass, do not add your Dexterity bonus to your Armor Class. However you must deduct your Dexterity penalty, if your Dexterity is below 10.      

Armor Layers

  Armor consists of several protective layers combined, that provide the Armor Class as well as additional qualities to their wearer. You may wear one armor component on each of the three layers, up to 2 supplemental components: one for your head and one for your hands.  

Underlay

is the worn protection directly in contact with the body. It is usually soft and thick clothing that protects the skin from weapon materials. These components are easy to conceal under civil clothing and may even soak some damage.  

Mesolay

is the worn protection on top of the Underlay that is used to mitigate much of the damage from a blow that penetrates the Overlay. These components provide resistance to specific types of melee damage and are considered the most important part of a warrior's armor set.  

Overlay

is the worn protection on the outside, what a layman with no training would call armor. An Overlay serves as an impenetrable carapace that stops much of the strength of a blow. However, it is not infallible and enemies try to find gaps and weak spots where the pieces connect. Only Overlay components can provide magical properties.  

Supplemental

components are intended to protect your head and limbs. They provide a tiny bit of protection that mostly helps against called shots.   Your Armor Class is equal to 10 plus the AC provided by every worn armor component. If armor components provide additional bonuses against missiles, write down a separate AC vs missiles and use it when attacked with ranged weapons.  

Armor Properties

 

Concealed

This armor consists of protective reinforcement sewn into otherwise ordinary looking clothing. The wearer appears unarmored, unless an observer succeeds on a DC 15 Wisdom (Spot) check. If the observer has physical contact with the wearer, this check is made with advantage.  

Damage Reduction

After damage is calculated and damage resistance (if any) is applied, reduce the damage taken by the amount of Damage Reduction provided by all worn armor components.  

Damage Resistance

After damage is calculated, halve the damage amount if your Mesolay component provides Damage Resistance to the same damage type.  

Hide Armor

Hide Armor is made of stitched animal furs and cured leather, and can only be worn with supplemental Hide Armor components.  

Noisy

This type of armor reduces your ability to move quietly, due to metal components striking against each other. When you wear noisy armor, you take disadvantage on any Dexterity (Stealth) checks that you make to move silently. Other situations, such as hiding without movement or magical silence, are up to the DM.  

Armor Encumbrance

  Some armor components have a minimum Strength score required to don or doff them. Use the highest Strength requirement among all worn components in the following situations:  

Running

You must have minimum Strength of 2 above the armor requirement to run while wearing armor; or 3 to dash while wearing armor; or 4 to long or high jump.  

Standing from Prone

When using the Strength (Athletics) or Dexterity (Acrobatics) skill to stand, subtract 10 from your armor requirement and add the remaining value to the DC of the skill check (minimum of 0).  

Marching

You must have minimum Strength and Constitution of 1 above armor requirement to sustain a marching speed while wearing armor. Increase this requirement by 1 for every 2 hours of marching.  

Withstanding Hazards

When spending a long time in hot and humid weather or similar conditions, you must have Constitution score of 1 above armor requirement or suffer 1 level of Exhaustion every 3 hours until rest.  
 
 

Fitting Armor

  Cuirass armor components have restrictive designs tailored to specific body proportions, such as height and bulk. Typically, fitted armor is made by special order and requires an armorsmith to make it usable for other wearers.   There are three distinctive body proportions and the armor fitting depends on its previous wearer or is decided by rolling a 1d6: tall and lean (1-2), short and heavy (3-4), and broad and strong (5-6). If wearer and armor's fit differ by one proportion step, the wearer takes disadvantage to all attack rolls, Dexterity checks, and saving throws. If the wearer and armor's fit differ by two steps, it cannot be worn at all.