Armor

Armor Type Armor Class Strength Req Disadvantage Other

Light

12+Dex

0

Medium

15+Dex

2

Stealth

Heavy

18+half Dex

4

All Dex

Crit immune

Specific armor types (leather, chain, plate) etc, do not matter. However, there are modifiers that can be applied.

Strength requirement is the minimum Strength modifier you must have in order to wear the armor effectively. If you do not meet this modifier, you are encumbered while wearing the armor (disadvantage to all Str, Dex, and Con checks, -50% movement speed).

Everything Below This Is Part of the WIP Magic Item System

Baseline Cost

Item Quality

Quality Effect Resource Cost

Fine

+1 AR, +1 slot

5 (major)

Superior

+2 AR, +2 slots

10 (major)

Exceptional

+3 AR, +3 slots

15 (major)

Masterwork

+4 AR, +4 slots

20 (major)

Legendary

+5 AR, +5 slots

25 (major)

Materials

Work in progress. See Materials (WIP)

Weight

Heavier than heavy.

Weight Effect Drawback Cost

Heavy +1

DR 5

+4 to Str minimum

5 (major enhancement)

Heavy +2

DR 10

+8 to Str minimum

10 (major enhancement)

Heavy +3

DR 20

+12 to Str minimum

15 (major enhancement)

Enhancements

All armor has one enhancement slot by default. Higher-quality armor has more.

Resistance

Gain Resistance to the specified damage type.

Type Cost

Bludgeoning

5 (major enhancement)

Slashing

5 (major enhancement)

Piercing

5 (major enhancement)

Acid

5 (major enhancement)

Thunder

5 (major enhancement)

Fire

10 (major enhancement)

Frost

10 (major enhancement)

Lightning

10 (major enhancement)

Necrotic

15 (major enhancement)

Force

15 (major enhancement)

Radiant

15 (major enhancement)

Bonus Defense

Defense besides the basics.

Enhancement Description Cost

Invulnerability

Immune to nonmagical damage

10 (exceptional enhancement)

Powers

Cool powers!

Enhancement Description Cost

Invisibility

Gain 10 rds/day of invisibility

5 (exceptional enhancement)

Etherealness

Gain 10 rds/day of etherealness

10 (exceptional enhancement)

Summonable

Can don or doff as a bonus action, stored as worn item (bracer, belt, etc)

5 (exceptional enhancement)

Minor Enchantments

These cost half as many slots (0 slots for one, 1 for two or three, 2 for four or five, etc)

Enhancement Description Cost

Glamered

Illusion makes it look like something else.

5 (major enhancement)

Silenced

Removes Stealth disadvantage from medium armor.

10 (major enhancement)

Suppressed

Removes Stealth disadvantage from heavy armor.

15 (major enhancement)

Also check out Inscribe Rune

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