Armour System
A character's armor defends them by reducing the likelihood that an attack will deal damage. An attack that fails due to a character's protection doesn't really fail to connect but rather fails to connect with enough force to deal any damage.
Overview
If you adopt this variant rule for your campaign, then the following changes are applied.
- No Proficensy Requierd. No penalty is applied to a wearer who lacks proficiency in a type of armor. Each type of armour comes in three tiers of protection.
- Light armour set, only consist of the chest pice.
- Medium armour set, consist of the chest pice, protection for the uper arm and tight. With the option of a head cap.
- Heavy armour set, consist of the full protection of all limbs, body and head.
- Dex Limit based on weight. You don't apply a dexterity limit to your AC based on the armour that you are wearing, but by the total weight of evertyhing you are carrying. As shown in the table bellow. Multiply to you strength score to the set number determin the threshold of each tiear of equip load. When your current inventory weight is equal to or greater than the threshold, you are are under the effect of the next tier of load.
Example. A Fighter that is of medum size with a Strength score of 15 has a light load under to 75 lbs, above it her has a medium loadupt to 150lbs, then he has veavy load up to 225lbs. If he is wearing a Full Mail of 55lbs, wielding a 3 lbs longsword, a 6 lbs Shield all the while carrying a Dungeoneer's Pack of 55lbs. He is carrying 119, witch put him at medium load, but shuld he carry more he will be at heavy load.
Load Tiny Small Medium Large Huge Gargantuan max dexterity bonus Effect Light - - - - - - None No penalty Medium 2 3 5 10 20 40 +2 Fly, climb and swim speed is reduced by 1/3 Heavy 5 7 10 20 40 80 +0 Reduce movement by 1/3, Reduce flying, climbing and swiming speed to 10 Max 7 11 15 30 60 120 +0 Reduce movement to 5 feet and Disadvantage on ability checks, attack rolls, and sav. throws that use Str, Dex, or Con. Can't use any flying, climbing or swiming speed. - Magic Interfearance. Armour interfears with magic in the fiollowing ways.
- Arcane. Disadvantage on all spell attacks and targets makes their saves with advantage unless the armor is not arcane interfering material, inscribed with arcane markings, or is properly enchanted.
- Divine. Disadvantage on all spell attacks and targets make their saves with advantage unless armor bears sigils, is inscribed with holy scripture, or is made in a way that is in line with your faith.
- Primal. Can't cast spells while wearing armor made of processed material, such as forged steel, cured leather, and so on.
- Type of armours. Rather than "Light, Medium, Heavy" to describe what type each armour counts as, each tier of armour are descrbied as follows:
- Torso Armor. The armor only covers and protects the chest of it's wearer. Since that is where the vital organs are.
- Half Armor. The armor provides protection for the shoulders, uper thighs, uper arms, or even the neck of the wearer.
- Full Armor. The armor provides protection for just about all of the body, usualy including a helmet and gloves.
Underlayer Armours
Name | AC Bonus | Weight | Cost | Properties |
---|---|---|---|---|
Padded Cloth | ||||
Doublet Gambeson Aketon |
+1 +2 +3 |
5 lb. 10 lb. 15 lb. |
2,5 gp 5 gp 7,5 gp |
Warming, Enflamabe Warming, Enflamabe Warming, Enflamabe |
Chain Shirt Hauberk Full Mail |
+2 +3 +5 |
28 lb. 42 lb. 56 lb. |
45 gp 75 gp 105 gp |
Conductive Armour set gains the Noisy Propertie once you have a +3 AC bonus or more from metal armor. |
Hide | ||||
Hide Vest | +1 +2 +4 |
9 lb. 18 lb. 27 lb. |
5 gp 10 gp 15 gp |
Warming Warming Warming |
Laminar (Scale Mail) | ||||
+2 +4 +6 |
22 lb. 44 lb. 66 lb. |
25 gp 50 gp 75 gp |
Noisy. If the padded cloth is used as the base for the scales, the armor gains Warming, and Aciduric if the leather Conductive if metal, Consecrated if bone, Aciduric if Leather, and enflaming if wood | |
Plate | ||||
Cuirass Half Plate Full Mail |
+2 +4 +7 |
20 lb. 40 lb. 60 lb. |
45 gp 75 gp 105 gp |
Conductive Armour set gains the Noisy Propertie once you have a +3 AC bonus or more from metal armor. |
Overlayer Armours
Name | AC Bonus | Body Parts | Weight | Cost | Properties |
---|---|---|---|---|---|
Plate Armour | |||||
Helmet Full Helmet Cuirass Cuirass, Gorget and Pauldrons Vambraces and Gauntlets Cuisses and Greaves |
+1 +2 +1 +2 +1 +1 |
7,5 lb. 10 lb. 10 lb. 20 lb. 7,5 lb. 7,5 lb. |
Head Head Chest Chest Arms Legs |
75 gp 100 gp 25 gp |
Conductive, Armour gains the Noisy Propertie once you have a +3 AC bonus or more from metal armor. Armoured Strikes. Provide a 1d4 to unarmed attacks for punches when the arms are armored, and to kicks if the feet are armored. Full helmet. It trades visibility for protection. You have disadvantage on perception to see and hear while worn or covered. |
Boiled Leather | |||||
Cuirass, Full arm and leg guard |
+1 +1 |
5 lb. 15 lb. |
Chest Legs and Arms |
10 gp 20 gp |
Aciduric |
Laminar | |||||
Cuirass Cuirass, Pauldrons and Vambraces |
+1 +2 |
20 lb. 35 lb. |
Chest Chest and Arms |
5 gp 10 gp | Noisy. If the padded cloth is used as the base for the scales, the armor gains Warming, and Aciduric if the leather Conductive if metal, Consecrated if bone, Aciduric if Leather, and enflaming if wood |
Pre Existing Armor
Name | AC Bonus | Weight | Bulk | Cost | Properties |
---|---|---|---|---|---|
Arming Doublet Aketon Gambeson |
+1 +2 +3 |
6 lb. 8 lb. 10 lb. |
60 80 100 |
7,5 gp 10 gp 12,5 gp |
Warming, Enflamabe Warming, Enflamabe Warming, Enflamabe |
Leather | +1 +2 +3 +4 +5 +6 |
9 lb. 12 lb. 15 lb. 18 lb. 21 lb. 24 lb. |
30 40 50 60 70 80 |
9 gp 12 gp 15 gp 18 gp 21 gp 24 gp |
Incombustible Incombustible Incombustible Incombustible Incombustible, Stuffy Incombustible, Stuffy |
Hide Armour Hide Coat |
+1 +2 +3 +4 +5 +6 |
9 lb. 12 lb. 18 lb. 22 lb. 28 lb. 36 lb. |
24 32 40 48 56 64 |
7,5 gp 10 gp 12,5 gp 15 gp 17,5 gp 20 gp |
Warming Warming Warming Warming Warming, Stuffy Warming, Stuffy |
Metal Scale Mail |
+2 +3 +4 +5 +6 +7 +8 |
27 lb. 36 lb. 45 lb. 54 lb. 63 lb. 72 lb. 81 lb. |
36 48 60 72 84 96 108 |
15 gp 22,5 gp 30 gp 37,5 gp 45 gp 52,5 gp 60 gp |
Conductive Conductive, Noicy Conductive, Noicy Conductive, Noicy Conductive, Noicy Conductive, Noicy, Stuffy Conductive, Noicy, Stuffy |
Bone Laminar |
+2 +3 +4 +5 +6 +7 +8 +9 |
9 lb. 18 lb. 27 lb. 36 lb. 45 lb. 54 lb. 63 lb. 72 lb. |
10 gp |
Consecrated Consecrated Consecrated Consecrated Consecrated Consecrated, Noicy Consecrated, Noicy Consecrated, Noicy, Stuffy |
|
Chain Mail Hauberk Full Mail |
+1 +2 +3 +4 +5 +6 +7 +8 +9 |
21 lb. 28 lb. 35 lb. 42 lb. 49 lb. 56 lb. 63 lb. 70 lb. 77 lb. |
6 8 10 12 14 16 18 20 22 |
30 gp 45 gp 60 gp 75 gp 90 gp 105 gp 120 gp 135 gp 150 gp |
Conductive Conductive Conductive, Noicy Conductive, Noicy Conductive, Noicy Conductive, Noicy Conductive, Noicy, Stuffy Conductive, Noicy, Stuffy Conductive, Noicy, Restrictive |
Breastplate Halfplate Fullplate |
+3 +4 +5 +6 +7 +8 +9 |
24 lb. 32 lb. 40 lb. 48 lb. 56 lb. 64 lb. 72 lb. |
6 8 10 12 14 16 18 |
120 gp 180 gp 240 gp 300 gp 360 gp 420 gp 480 gp |
Conductive Conductive Conductive, Noicy Conductive, Noicy Conductive, Noicy Conductive, Noicy Conductive, Noicy, Stuffy |
Wooden lamelar (Tanko Armour) |
+1 +2 +3 +4 +5 +6 +7 +8 +9 |
15 lb. 22 lb. 30 lb. 37 lb. 45 lb. 52 lb. 60 lb. 67 lb. |
10 gp |
Armour properties
Some properties usually have one that is positive and one that is negative.Hazard/Protection
The material or make of the armor may either increase or worsen your chances of being harmed, depending on the damage type. The damage type after the Colon next to Hazard or Protection will specify what damage type it affects.
Example. Hazard: Lighting, or Protection: Fire, Acid
Hazard
Attacks that deal the specified damage type roll with advantage, while you have disadvantage on saves against any effect that deals the specified damage type.Protection
Attacks that deal the specified damage type roll with disadvantage, while you have advantage on saves against any effect that deals the specified damage type.Other
Noisy
The wearer has disadvatage on Stealth to hider while moving. If the wearer can negate this penalty by not spending any of its movement while stealthing.Consealing
The wearer has advantage on Stealth to hide while moving.Confortable
The armor is so plesant to wear that you are able to sleep while wearing it. Additonaly, you can wear the armour without the need for a Arming jack.Cast-Off
You can doff this armor as an action.Dificult Arming
You need the asssitance of a second creature to help you put on the armour.Slick
Creatures have disadvantage on grappling and holding onto the wearer.Master craft/Magic armor
Armor that has a +1, +2, +3 bonus provides it's to the Armor Class bonus of the armor.Spiked
At the start of each of your turns, you deal piercing damage to any creature grappling you or any creature grappled by you. The creature also takes damage whenever it uses the shove action against you with a limb or its body. The damage die is determined by the total bulk of the armor.- Bulk 6 to 10: 1d4
- Bulk 11 to 15: 1d6
- Bulk 16 to 20: 1d8
Mariner
The armor is fitted with fins and other attachments that allow for better swimming. While wearing it, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface.Endurant
Reducing the threat range of critical hits by 1. If it reduces the threat range to above 20, then the creature are immune to critical hits.Shields
Use the table in the Weapons list to determin how well you can wield shields. Apply +2 to the AC bonus for each size category large the shield was meant for, but the likelihood of you being able to wield it is slim.
Type | AC | Small | Medium | Large | Huge | Gargantuan | Wielding Effect | Weight |
---|---|---|---|---|---|---|---|---|
Light Shield | +1 | 1 | 1d2 | 1d4 | 1d8 | 1d12 | Light | 2 lb. |
Regular Shield | +2 | 1d2 | 1d4 | 1d6 | 1d10 | 2d8 | Light | 6 lb. |
Broad Shield | +3 | 1d4 | 1d6 | 1d8 | 1d12 | 2d10 | - | 12 lb. |
Great Shield | +4 | 1d6 | 1d8 | 1d10 | 2d8 | 2d12 | Disadvantge on attacks when wielded one-handed | 18 lb. |
Don/Doff Time
Category | Don | Doff |
---|---|---|
Light Armor | 1 Action per bulk | 1 Action per 2 bulk |
Medium Armor | 1 minute per bulk | 1 minute per 2 bulk |
Heavy Armor | 2 minutes per bulk | 1 minute per bulk |
Shield | 1 action | 1 action |
Damage Reduction (Optional rule)
Damage reduction applies to striking damages (bludgeoning, piercing, and slashing), where it reduces the damage taken from an attack that hits its wearer. Every other time the armor would have enough material bulk where the armor would increase the AC, and increase is DR instead. Apply Damage Reduction before any resistance. To overcome the DR of the armor, inflict a damage type it dosen't reduce.