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.
    As long as you have the strength to wear the armor alone and make it to fit, you won't have much of an issue since the weight is distributed over your body.
  • 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
Mail
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
  Laminar: The armor is made from horizontal overlapping rows or bands of, usually small, solid armor plates. It's easier to produce but don't provide as much protection and weighs more.    

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.

 

Monsters' Damage Reduction

Monsters are also affected by this variant rule. If a monster wears armor, consult the table above to find its new armor class and its damage reduction value. If a monster has natural armor, use the following calculations to determine its new armor class and damage reduction value: take the monster's original armor class, subtract (10 + the monster's Dexterity modifier), and divide the result by 2. This number is the monster's damage reduction value. Subtract the damage reduction value from the monster's original armor class to get its new armor class.