Armors of Verimitha in Verimitha | World Anvil

Armors of Verimitha

This article expands the rules for armor and weapons. Certain relevant rules from the Player’s Handbook and Dungeon Master’s Guide are repeated here, although the text sometimes differs. This list is by no means completely comprehensive. There are some ancient techniques that skill smith's can use to customize armor in dramatic ways, as well as the oft-sought after dwarven rune-smithing - a rare but powerful smithing tradition that imbues armor with runic magic.  

Armor and Shields

The Armor table shows the cost, weight, and other properties of the common types of armor.   Armor Proficiency. 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.   Armor Class (AC). The armor (and shield) you wear determines your base Armor Class.   Heavy Armor. 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. The Speed racial feature of dwarves allows them to ignore this penalty.   Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.   Light Armor. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.   Medium Armor. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.   Heavy Armor. Heavy armor doesn’t apply your Dexterity modifier to your Armor Class, whether positive or negative.   Shields. A shield is carried in one hand. Wielding a buckler or pavise increases your Armor Class by 1. Wielding a normal shield or tower shield increases your Armor Class by 2. Wielding a tower shield also adds a +2 bonus to your Dexterity saves, not compatible with a bonus granted by cover. You can benefit from only one shield at a time. Proficiency in “shields” applies to any type of shield.   Additions. Armor and shields can benefit from certain additions, to the degree provided in the description of each addition. Armor and shields can be created with these additions, or they can be applied later by a skilled armorsmith. In the case of magical armor, a spellcaster might need to work with an armorsmith to ensure that the desired additions will not destroy any magical properties.  

Armor Properties

Some armors have special properties related to their use, usually designed to foil certain weapon properties.   Armor properties are not standard to any of the normal armors, and so are not listed on the armor chart. They are applied to armor through the system of masterwork modifications.   Absorbent. The armor is padded with thick batting made from special absorbent fibers. This tends to wipe clean any sharp objects that penetrate it. The wearer of this armor has resistance to poison damage from poison-coated weapons, but not from the fangs of creatures that inject their venom as they bite.   Efficient. This suit of armor is cunningly designed to be much easier to put on or remove. Halve the normal time necessary to don or doff such armor.   Enclosed. This armor’s design mostly encloses the body with protective materials that are impervious to liquid. The wearer has resistance to damage from any liquid splashed on her, including contact poisons, defoliant, holy water, and the like. Caustic substances like acid and alchemist’s fire are not affected because their damage does not rely on absorption through the skin or a mystical reaction caused by contact with the flesh.   Ersatz. If the wearer of this armor suffers a critical hit, and it was not delivered by a weapon with the ersatz weapon property, the armor sustains significant damage. For every such hit, the armor suffers a permanent and cumulative –1 penalty to the AC it offers. Armor reduced to a protective rating of 10 is destroyed. A crafter using the applicable artisan’s tools can repair this armor if it has not yet been destroyed. Each –1 penalty applied is repaired at a cost of 5% of the armor’s charted value.   Hardened. The plating of this armor is particularly resistant to forceful penetration; the wearer’s Armor Class is not penalized for attacks made with the breach weapon property. To be fully protected, a shield-bearing character must have this property on both her armor and her shield, since the breach property can apply to either. Layered. Rather than relying upon a single layer of protective material, this armor uses multiple protective layers cleverly constructed to divert and trap missiles (or their fragments) that would otherwise stick in the wearer’s body. Attacks with cruel weapons do not stick in the armor wearer or leave behind pieces that must be removed. A harpoon requires at least 10 points of damage for it to bind and restrain the armor wearer.   Lightweight. This armor is constructed with expensive, lighter materials. When made lightweight, a suit of light or medium armor reduces its weight by 4 pounds and removes the disadvantage modifier to Dexterity (Stealth) checks, if any. A suit of lightweight heavy armor reduces its weight by 10 pounds and removes the Strength requirement. A lightweight shield halves its weight and removes the Strength requirement, if any.   Quick-Escape. This suit of armor, or its bulkiest portions, can be removed with a single action. This is advantageous when the armor might inhibit the wearer’s swimming or it has been affected by a heat metal spell. Donning the suit is no faster than normal.   Reinforced. This armor redoubles its protection over certain vulnerable spots. Weapon attacks made against the wearer do not benefit from the deadly or high-critical weapon properties.  
 

Armor and Shield Descriptions

Suits of armor, shields and attachments are described below.   Armor Spikes. These short, sharp spikes can be added to any suit of armor. When you use the attack action to grapple a creature, the target takes 1d3 piercing damage if your grapple check succeeds. Armor so modified is “spiked armor” for purposes of the Battlerager Armor class feature but this damage is not additive with that feature.   Banded Mail. This resembles leather armor with form-fitted metal bands sewn over important areas. It represents an improvement in protection over ring mail but gaps in the bands provide less protection than the integrated links of chain mail.   Buckler. This small, lightweight shield straps to the forearm for ease of use. It takes only a bonus action to don or doff a buckler, gripping the interior handle or flicking it back to the forearm to put that hand to some other use. This allows you to switch quickly between combat styles.   Breastplate. A solid plate covering the chest and another on the back, linked with leather straps. This leaves the less-vital portions of the body unarmored, but allows the wearer to retain her full range of motion and move about with little encumbrance from the armor.   Brigandine. A doublet of cloth or canvas, to which are riveted a series of oblong, overlapping plates. Although variations exist, this type of brigandine uses a great deal of plates with extensive overlap for maximum protection.   Chain Mail. A hauberk and short pants made of heavy, riveted links. A suit of this type includes some sort of forearm protection and a chainmail coif. It also includes a padded layer of cloth underneath.   Chain Shirt. A suit of light chainmail that covers just the torso. This armor is often worn between layers of cloth or leather.   Coin Armor. This armor constitutes an ostentatious display of wealth. It is crafted as scale armor but uses coins instead of scales. Each coin is punched with holes used to tie the coin scales together and each coin is backed with steel to offset the weakness of the metals used in the coins. A suit of coin armor requires 2,000 coins; this additional expense (variable based on the coins’ types) is added to the cost of the armor but does not affect crafting times.   Great Helm. This heavy helmet is more protective than the head covering that normally comes with a suit of armor. It fully encases the head and neck, while a visor fully protects the face. Great helms often bear decorative plumes, crests, or elaborate figurines on top. Wearing a great helm provides a +1 bonus to saving throws against area spells and effects, like a dragon’s breath weapon or a fireball spell. It also grants immunity to the special mechanics of saps and garrotes. Wearing a great helm imposes disadvantage on the wearer’s Wisdom (Perception) checks.   Half Plate. Sometimes called “field plate,” this is a lighter version of full plate armor. Most of the wearer’s body is covered in connected metal plates. It tends to provide less protection at the joints and the extremities of the limbs than full plate armor.   Hide. The treated hide of an animal, fashioned into a protective suit of armor. Hide armor is often used in primitive societies.   Layered Furs. Thin or poorly-cured hides, when used in layers, provide significant protection to the wearer. Layered furs are used for protection in primitive societies or as ceremonial armor.   Leather. The breastplate and shoulders of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible materials.   Leather Scale. A torso and shoulder covering made of stiff, overlapping scales of treated leather.   Locking Gauntlet. Built into a suit of metal armor, the fingers of this armored gauntlet are equipped with locking braces designed to keep the wearer from being disarmed. While holding a weapon in the gauntlet, the wearer can use an action to lock the braces with her free hand. Thereafter, the gauntlet wearer automatically resists disarming attempts. (See page 271 of the Dungeon Master’s Guide.) When a weapon is locked in place, the gauntlet wearer cannot put it down or use the hand for anything else. Unlocking the gauntlet also requires another action with a free hand. A locking gauntlet functions as an armor gauntlet if used with unarmed strikes.   Padded. Padded armor consists of quilted layers of cloth and batting.   Pavise. Also called an “archer shield,” a pavise is a convex shield with a prominent central ridge. This shape, and a spike attached to the bottom, allows the pavise to stand on its own and provide cover to someone who crouches behind it. Placing a pavis (or picking it up from a placed position) requires an action. Once placed, the user no longer gets a shield bonus but can claim half cover while prone behind it. This cover only applies to the direction the pavise is placed against. When using a battle mat, mark one entire side of the square you are in when you place the pavise. If a straight line drawn from either unmarked corner of your square to any corner of the attacker’s square touches or passes through the marked side, the pavise provides you with half cover.   Plate. Sometimes called “full plate,” this armor’s shaped, interlocking metal plates cover the wearer completely. Even the extremities are covered in interlocking plates, down to the individual joints covering the backs of each finger. Plate armor is typically worn over an arming doublet, buckled to various parts of the doublet to better distribute the carried weight across the wearer’s body.   Reinforced Gorget. A reinforced gorget is a metal collar that protects the wearer’s neck and clavicle region. This protective device grants immunity to the special mechanics of garrotes.   Ring Mail. Heavy rings sewn onto a leather covering, this armor is not as protective (or expensive) as a suit with interlocking rings, such as chainmail.   Scale Mail. This armor consists of a leather hauberk and leggings covered by overlapping metal scales.   Shield. A one-handed protective device, this flat or curved plane covers a portion of the body and is actively wielded for blocking attacks. A shield can be made of wood or metal. It provides the protection described in the Armor chart. You can only benefit from one shield at a time.   Shield Sconce. This heat-resistant plate and set of brackets mounts on the front of a shield. This device can attach to any kind of shield except a buckler. It is built to lock in a lit torch or sunrod, allowing the shield-bearer to carry a light source in the same hand as the shield. A shield modified with a sconce cannot also bear an emblem holy symbol or shield spikes.   Shield Spikes. These sharp studs cover the face of a shield, making it into a convincing weapon. They can be applied to a shield, but not a buckler, pavise, or tower shield. When the affected shield is used as an improvised weapon, it inflicts (1d4) piercing damage instead of bludgeoning damage. Additionally, when you use the Attack action to shove a creature, you can inflict the spikes’ piercing damage if your check succeeds. (Do not add your ability modifier to damage when using the spikes in a shove.) A shield modified with spikes cannot also bear a sconce or an emblem holy symbol. Lizardfolk are particularly skilled with spiked shields and can use them to exceptional effect (Monster Manual, page 204).   Splint. Narrow vertical strips of interlocking metal, riveted together and backed by leather and cloth padding. Significant overlap of the plates provides exceptional protection (and weight). Chainmail segments cover some of the wearer’s joints. The “plate mail” version of this armor uses large, harder plates over the certain sections of the body.   Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.   Subtle Armor. Using various techniques, affected armor takes on the appearance of normal—though sometimes bulky—clothing. Leather padding can be sewn inside canvas tunics and baggy trousers. Chain can be disguised with quilting. Even narrow plates and splinting can be incorporated into the lining of heavy coats. This modification can apply to most armors suits, excluding half plate and plate. Heavy or medium armor with this addition can be identified with a DC 20 Wisdom (Perception) check by anyone within 30 feet. Physically handling any kind of subtle armor reveals its nature without a check. A suit of subtle armor costs twice its normal price.   Tower Shield. A tower shield is much larger and heavier than a standard shield, standing nearly as tall as the person who wields it. In addition to the normal benefit to your Armor Class, while carrying a tower shield, you gain a +2 bonus to Dexterity saving throws. This benefit is not compatible with bonuses granted by cover. You can also perform a special version of the Dodge action by hunkering down behind a tower shield. The benefit of this Dodge is not lost if you are incapacitated because of the stunned condition or if your speed is otherwise reduced to 0.

Comments

Please Login in order to comment!