Armor and Shields
Armor Revisions
The Revised Armor table is intended to replace the Armor table found int he Player's Handbook.
For the purposes of class equipment selection, each item's description shows which base rules item it replaces.
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.
- Applying an armor upgrade tag requires Ud4 of work (see Usage Dice). Armor proofing tiers require Ud6 of work instead. After each 8-hour work period, roll the Usage Die; on a 1–2 the upgrade is applied.
- Armor Proofing. The proofing process normally requires a full workweek (5 days) and can only be undertaken by a master artisan. Once added, armor proofing tags can't be removed from a suit of armor.
Armor Proofing
The primary method of upgrading armor, proofing is the process of testing and improving a suit of armor's ability to withstand blows of various types below a certain threshold, being certified as proof against swords, arrows, and warhammers. While all types of armor can e proofed against slashing damage, only medium and heavy armors can be proofed against piercing damage, and only heavy armor can be proofed against bludgeoning attacks.
Other Upgrades
In addition to proofing, various other upgrades are available to armors meeting the prerequisites for each, as shown in the Armor Upgrades table. Certain upgrades are incompatible, such as the breathable and insulatedtags, while others have specific requirements (for example, the runic tag can only be applied by a runesmith.) Certain types of armor upgrade tags may be removable or temporary. For example, you may be able to remove the muffledtag by extracting the padding sewn into the joints.
Revised Armor
See the Armor and Shields Index for a revised list of armor.
Variant Armor Proofing
Your DM might allow you to replace the properties of armor proofing with a bonus to Armor Class. In this case, each tier of proofing provides a cumulative +1 bonus to AC, and the cost of each is tripled.
Armor Upgrades
| Tag | Cost | Prerequisite | Properties |
|---|---|---|---|
| Armor Proofing: 1st tier | 1,000 gp | Light, medium, or heavy armor | While wearing this armor, if you would take 6 or less non-magical slashing damage before resistance is applied, you take none of that damage instead. |
| Armor Proofing: 2nd tier | 2,000 gp | Medium or heavy armor with the 1st tier armor proofing tag. | While wearing this armor, if you would take 7 or less non-magical slashing or piercing damage before resistance is applies, you take none of that damage instead. |
| Armor Proofing: 3rd tier | 3,000 gp | Heavy armor with the 2nd tier armor proofing tag | While wearing this armor, if you would take 8 or less non-magical slashing, piercing, or bludgeoning damage before resistance is applied, you take none of that damage instead. |
| Breathable | 100 gp | Light or medium armor. Incompatible with the insulated tag. | While wearing this armor, you have advantage on saving throws you make against exhaustion effects due to extreme heat. |
| Burnished | 10 gp | 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 TM. This tag is automatically removed after 24 hours of wear or at the end of a combat. |
| Climbing Harness | 100 gp | 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 gp | 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 gp | Incompatible with the breathable tag | This armor counts as cold weather hear in conditions of extreme cold. |
| Locking joints | 150 gp | Half plate or plate armor | 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 gp | Brigandine armor | This armor no longer confers disadvantage on Dexterity (Stealth) checks. |
| Quick-release clasps | 200 gp | Light, medium, or heavy armor | You can doff this armor as an action. |
| Reinforced | 300 gp | Heavy armor | This armor has been reinforced at the joints and other weak points. While wearing it, critical damage you take from non-magical attacks in reduced by 3. |
| Runic | 400 gp | Armor proofing tag (any tier) or a shield. Can only be applied by a runesmith. | This armor or shield can be imbued with rune magic.* |
| Spiked | 250 gp | Medium or heavy armor | This armor had 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. |
* See Runesmithing.
Tags
References
- 5e - Supplemental - The Complete Armorer's Handbook v2.pdf