Upheaval

ARMOR


Contents

WEARING ARMOR

To wear armor effectively, you must be proficient in its use. Most armor proficiencies are granted by your class. While using armor with which you are not proficient, you get disadvantage on all rolls that involve a Strength or Dexterity bonus, including attacks. You also move at half your normal rate and cannot cast magic. The same penalties apply to shields if you are not proficient in their use either. Note that spells cannot be cast while holding a shield.

ARMOR PROFICIENCY

Armor comes in three basic types, light, medium, and heavy. To use each type of armor you must have the appropriate armor proficiency. In general, those proficient with one type of armor, are often proficient in lighter armors as well (those how have Armor Proficiency (Heavy), generally can also use light and medium armors). Each armor group can be defined as follows

Light: These are soft-material armors that offer protection against certain types of damage more than others. These armors are usually cheaper, less fatiguing, and easier to move in.

Medium: These armors offer a mix of soft and hard protection. For instance, they might have a hard breastplate with padded protection for the limbs.

Heavy: These armors attempt to offer hard protection for most of the body, though the degree and strength of coverage varies. Armor in this group often offers extra protection benefits at the expense of mobility and fatigue.

SLEEPING IN ARMOR

A character who sleeps in armor must make a DC 15 Con save the next day or he doesn't gain the benefits from his long rest. This means he doesn't heal, may not be able to prepare spells the next day (depending on his class), and suffers ability damage from sleeplessness (see Resting).

SKILL CHECKS IN ARMOR

Heavier armors are noisy and inhibit Stealth checks. In medium armor these are made at -4; in heavy, they are made at -8.

Armor can also be fatiguing. If you fail an Acrobatics or Athletics check while wearing anything other than light armor, you must make a fatigue check (Constitution check) to avoid gaining fatigue. In medium armor this check is made at a DC 10. In heavy armor, the DC is equal to the DC of your failed Acrobatics/Athletics check (minimum 10). Each failed check inflicts 1 level of fatigue. If you have the Endurance ability, you make these checks at advantage.

Athletics checks made while attempting a grapple on your turn can trigger a fatigue check if failed. Checks made to defend a grapple do not.

ARMOR TABLE

Armor Category

This represents the general class of armor you are wearing. Each category could potentially have many different types of armor in it, though these generally share the same qualities. For instance, leather armor might be a leather jerkin, a specialized armor crafted for a rogue, or rough hides worn by a barbarian.

Cloth: Padded armors are made from quilted or layered fabric sewn to provide light but robust protection.

Leather: Leather armor comes in many varieties from a rogue's custom leather kit to the barbarian's hide armor.

Soft Breastplate: Soft breastplates are armors that use mail, scales, or small plates to cover just the torso. The breastplate itself is made from a hard material, like metal, but because it is composed of small pieces, it doesn't provide the same protection as a solid breastplate. With this armor, the limbs are usually protected by softer material, if at all.

Breastplate: As a category, breastplate armor covers the entire breast in hard surface, such as a metal cuirass or hardened cuir bouilli leather. Usually the limbs themselves are mobile, protected with softer materials, if at all.

Augmented Mail: Armors in the augmented mail category use solid plates to increase the defense of a full suit of mail. These augmentations may be in the form of splints of a hard substance used to reinforce the limbs, or even a breastplate added over mail to protect the torso. Head protection in this category also begins to enclose more of the head for added saf. By partially removing armor, you can downgrade augmented mail to mail or breastplate, if you want.

Mail: Mail is composed of rings of steel (or other more exotic material) looped together and riveted to create a garment. As a category, mail armor covers the entire torso, arms, upper torso, and head, though it may cover the legs as well.

Partial Plate: The partial plate category is simply a convenient way of distinguishing plate armor that has some gaps in coverage. These gaps may take the form of a breastplate or grieves that use mail instead of an enclosed back plate, spaces where mail doesn't fully cover, or even missing armor pieces (such as sabatons or grieves). Some partial plate is simply a full suit that was acquired piece-by-piece, and as such, doesn't work together perfectly. In general, partial plate is usually a bit cheaper and lighter than maintaining a full, perfectly-fitted kit of plate armor. By partially removing armor, you can downgrade partial plate to mail or breastplate, if you want.

Full Plate: Plate armor is designed to cover you completely from head to toe in solid metal armor. Leg and torso protection are usually enclosed in the front and back, and most gaps in the armor are reinforced with mail to prevent damage. Many pieces of armor may be custom-fitted. By partially removing armor, you can downgrade full plate to mail, breastplate, augmented mail, or partial plate, if you want.

Cost

The cost of the armor.

AC Bonus

Each armor or shield grants a bonus to AC. The armor bonus from a suit of armor doesn't stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn't stack with other effects that grant a shield bonus.

Maximum Dex Bonus

Your Dexterity bonus grants you a dodge bonus to your AC, but that bonus is limited by your armor. The Max Dex listed in the table indicates the maximum bonus you can get from dexterity while wearing a specific type of armor. Another way of looking at it is to say that your dexterity grants you a dodge bonus equal to your Dex Bonus or your armor's Max Dex, whichever is lower.

Note that you can still get dodge bonus from other sources besides Dexterity, such as from spells or abilities. Unlike other AC bonuses, dodge bonuses all stack.

Weapon Resistance

Some armors reduce the damage from each successful attack made against it. The amount of damage reduced is listed.

Weight

This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much.

Hardness

Hardness is the amount of damage an item can take from each attack against it before losing one point of integrity. See Damaging Items below.

Armor CategoryCost (gp)AC BonusMax Dex BonusWeapon ResistanceWeight (lbs)Hardness
Light armor
Cloth102NoneNone510
Leather5034None1010
Medium armor
Soft Breastplate7544None2015
Breastplate10053None2015
Mail15062None3015
Augmented Mail25071None4015
Heavy armor
Partial Plate75010014020
Full Plate1,20011035020
Armor CategoryExamples
ClothGambeson, quilted wappenrock, reinforced tunic, padded armor
LeatherLeather, hide shirt, leather lamellar, studded leather
Soft BreastplateScale hussar armor, lorica squamata, mail shirt, lamellar
BreastplateSteel breastplate, lorica segmentata, cuir bouilli, coat of plates
MailMail hauberk, kusari
Augmented MailLamellar and mail, mail and plate, splint armor
Partial PlateTransitional era plate armor, o-yoroi
Full PlateMedieval plate armor, dwarven stone plate

SPECIAL RULES FOR FULL PLATE ARMOR

Full plate represents the apex of all protective armor. In addition to the increased armor class, full plate armor prevents all critical hits. Because sneak attack damage is only possible when you can make a critical hit, plate armor also prevents sneak attack damage. This advantage only applies if you are proficient in heavy armor.

However, certain actions become more difficult while in plate armor. Retrieving an item from your bag, picking something up off the ground, or stowing any item is a standard action. You also make all perception checks at disadvantage (this can be mitigated by removing your helm, though this essentially reduces your armor to partial plate status).

For full plate armor to be most effective, some pieces need to be tailored to an individual's body. Full plate armor that is found and not crafted for an individual wearer may not fit perfectly, causing it to function as Partial Plate instead. Armor crafted for a different body shape (tall, short, heavy, thin, dramatically different races, etc.) never fits. Armor of the same general body shape still only has a 50% chance of fitting perfectly.

GETTING INTO AND OUT OF ARMOR

The time required to don armor depends on its type.

Don:This column tells how long it takes a character to put the armor on.

Don Hastily: A character may hastily don his armor, cutting don time in half. For hastily donned armor, all fatigue checks are made at a disadvantage, and AC is 1 point worse than normal.

Remove: This column tells how long it takes to get the armor off. Dropping a shield is a free action.

Assistance: A character who has help may cut the Don or Remove time in half. A character must have help with plate to Don, though he may remove it on his own. Two people assisting with plate cut the time in half.

Armor TypeDonRemove
Light Armor1 minute1 minute
Medium Armor4 minutes1 minute
Heavy Armor10 minutes4 minutes

MASTERWORK ARMOR

Masterwork armor is a cut above the standard armor you typically find in most shops. Most masterwork armor is custom-made by a master craftsperson, making it just a little better than the munitions-grade pieces worn by the local militia. When creating masterwork armor, the smith can enhance it with one or more masterwork properties, making it more durable, more protective, lighter, or just more comfortable. The more you pay for your armor, the more masterwork properties are available to be added to it.

Up to ten masterwork points worth of enhancements can be added to a piece of armor when it is constructed (see Masterwork Armor Cost table). After the armor is complete, masterwork properties can no longer be added or removed from the armor. Magical properties can still be added later, however.

Masterwork Armor Cost

Masterwork PointsPrice
1 point1,000 gp
2 points4,000 gp
3 points9,000 gp
4 points16,000 gp
5 points25,000 gp
6 points36,000 gp
7 points49,000 gp
8 points64,000 gp
9 points81,000 gp
10 points100,000 gp

MASTERWORK PROPERTIES

Masterwork armor can be created with the following masterwork properties. The point cost for each property is included in the description.

Adamantine

Adamantine is one of the hardest substances known, and therefore it often makes good armor. Creating anything with adamantine is difficult. Armor crafted from it automatically has the impervious quality and also grants an extra weapon resistance 3 to its wearer. This stacks with any other resistance the armor has. Creating adamantine armor requires three masterwork points.

Bulette

Bulettes are known for their tough, armored shell. This shell can be re-purposed to create a set of armor. Bulette shell is heavier than steel, but it's also harder and more flexible, allowing the armor to move more freely than it normally would. Bulette armor weighs 50% more than normal, increases the armor's hardness by 3, and increases its Max Dex by 1. Bulette shells can't normally be purchased and must be acquired by hunting the actual creature. Making armor out of Bulette hide requires 1 masterwork point.

Comfortable

Masterwork armor can be improved to make it more comfortable than usual. Armor with the comfortable property can be slept in without causing fatigue. Comfortable armor requires 1 masterwork point.

Damage Reducing

Some armor can be crafted to further minimize damage from bludgeoning, piercing, and slashing sources. Depending on how many points you use you can add weapon resistance to your armor as below. This resistance stacks with weapon resistance from other sources.

Masterwork PointsWeapon Resistance
1 point1
3 points3
5 points5

Darkwood

Darkwood is a rare magic wood that is very light and durable. Darkwood armor automatically has the lightweight property though without the decreased hardness. Making armor out of darkwood requires 1 masterwork point.

Dragonhide

Dragonhide can be used as a crafting material to make armor. While wearing dragonhide armor, you gain resistance 5 to the type of damage associated with the dragon color (e.g. black hide is immune to acid, blue is immune to lightning, red is immune to fire, etc.). Furthermore, the armor also gains the lightweight property, though without the decreased hardness. Making armor out of dragonhide requires 3 masterwork points.

Energy Resistant

Masterwork armor can be improved to make you more resistant to acid, cold, electricity, fire, or sonic damage. Multiple resistances can be added to the same armor if you have the points to do so. Energy resistance can be added for the following points.

Masterwork PointsEnergy Resistance
1 point2
2 points4
3 points6
4 points10
5 points15
6 points20
7 points25
8 points30

Enhanced

Most masterwork armors are enhanced. Enhanced armors are more protective, more durable, and easier to move in. For each masterwork point used to enhance armor, the armor gains +1 enhancement bonus to AC (max +5). As an enhancement, masterwork bonuses increase the base AC of your armor, but they don't stack with any other enhancement bonuses, such as those you might get from a ring of protection.

Fortified

Fortified armor is specially crafted to reduce damage in very particular, vulnerable areas. As such, it's successful in minimizing critical hits to its wearer. Each time a critical hit happens, 25% of the time fortified armor will negate it. Greater fortified armor will negate critical hits 75% of the time, though this armor requires 3 masterwork points instead of 1. All fortified armor increases your armor's weight by 25%.

Impervious

Armor with this special ability is especially hardy. The armor gains +10 to its normal hardness. The armor also gets advantage on any saving throws meant to protect it from harm (such as preventing a rust monster's rust ability). This requires one masterwork point.

Jousting

This armor is specially crafted to mitigate the force taken from blows while fighting from a mount, granting advantage on checks made to stay on your mount in adverse circumstances. Jousting armor requires one masterwork point.

Lightweight

An expert smith knows how to trim the weight off of armor without reducing its ability to protect you from damage. Lightweight armor is 25% lighter and grants +2 to fatigue and stealth checks. However, your armor's hardness also drops by 2 points. Lightweight armor requires 1 masterwork point.

Ultra-lightweight armor can also be mastercrafted. This armor weights half its normal weight. Fatigue and stealth are calculated as if the armor were one armor group lower (e.g. heavy armor instead uses the same fatigue and stealth rules as medium armor). Ultra-lightweight armor requires 2 masterwork points and reduces the armor's hardness by 5 points.

Mirrored

The polished surface of a mirrored shield or armor gleams and shines and can be used as an ordinary mirror. Furthermore, it aids in battling creatures with gaze attacks. When averting your gaze, you only suffer from 1/4 cover instead of 1/2. Even with this cover, you are able to deal sneak attack. Finally, any attacks made with rays get disadvantage against you. This special ability may only be added to metallic armor or shields and requires one masterwork point.

Mithral

Mithral is a very light but extremely rare form of silver that is harder than steel. Mithral armor is automatically ultra-lightweight, though they don’t suffer the lack of hardness many ultralightweight armor have. Mithral armors also have a Max Dex one point higher than usual. Making armor out of mithral requires 2 masterwork points.

Spell Resistant

A master smith can craft armor to do a better job of deflecting incoming magical energies. This armor grants its wearer spell resistance per the table below. This spell resistance doesn't stack with any from other sources.

Masterwork PointsSpell Resistance
1 point14
2 points16
3 points18
4 points20
5 points22

MAGICAL ARMOR

Masterwork armor can be further enhanced by enchanting it with magical abilities. To do so, the enchanter (not necessarily the smith) needs the Enchant Arms and Armor proficiency. The process of adding magical properties to masterwork armor can happen long after its creation. Multiple magical enhancements can also be added.

The cost of enchanting armor depends on the number of enchantments it currently has and the potency of those enchantments. When adding a new magical property to armor, find the tier level of the property and consult the Price of Enchanting Armor table. When adding multiple enchantments, simply add all the tiers together to find the total price. If some of the enchantments were previously completed, subtract their cost from this total.

Price of Enchanting Armor

Total TiersPrice
1 tier4,000 gp
2 tiers9,000 gp
3 tiers16,000 gp
4 tiers25,000 gp
5 tiers36,000 gp
6 tiers49,000 gp
7 tiers64,000 gp
8 tiers81,000 gp
9 tiers100,000 gp

The following magical properties can be added.

Calming

Calming armor is dyed or stained a soothing color, usually blue. While wearing this armor, you gain advantage on saves to prevent emotion-based effects (fear, rage, etc.). In addition, once per day as a bonus action, you can emit an aura of calmness, that affects you and anyone within 5 feet as if under the calm emotions spell (DC 15 WIS save negates).

Aura: Faint Enchantment

Activation: Use-Activated, Attuned DC: 24

Construction Requirements: calm emotions

Price: +1 tier

Defiant

Armor with this special ability excels at blocking the attacks from a particular creature type. Against the designated type, the item's masterwork enhancement bonus is 2 better than usual. Against these foes you also gain DR 2/--.

Aura: Faint conjuration

Activation: Use-Activated, Attuned DC: 22

Construction Requirements: summon monster (level 1)

Price: +1 tier

Enhanced Attention

Armor or a piece of clothing with this enhancement focuses the wearer's mind, preventing distraction in even the most disruptive circumstances. Twice per day, as a reaction, you can choose to automatically succeed on a concentration check that you have already failed.

Aura: Faint abjuration

Activation: Attuned DC: 24

Construction Requirements: calm emotions

Price: +2 tiers

Etherealness

On command, this ability allows you to become ethereal (as the ethereal jaunt spell) once per day. You can remain ethereal for as long as desired, but once you return to normal, you cannot become ethereal again that day.

Aura: Strong transmutation

Activation: Command Word DC: 34

Construction Requirements: ethereal jaunt

Price: +6 tiers

Expeditious

Three times per day as a bonus action, you can summon a burst of speed and gain a +10-foot enhancement bonus on all modes of movement for 1 round. This ability can be applied to any kind of armor, but not shields.

Aura: faint transmutation

Activation: attuned DC: 22

Construction Requirements: expeditious retreat

Price: +1 tier

Ghost Touch

This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. It can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.

Aura: Strong transmutation

Activation: Use-Activated DC: 38

Construction Requirements: ethereal jaunt (level 9)

Price: +3 tiers

Glamered

A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.

Aura: Moderate illusion

Activation: Command Word DC: 22

Construction Requirements: disguise self

Price: +2 tiers

Poison Resistance

A suit of armor with this property normally has a pale, greenish hue. While wearing this armor, you make all saves against poison at advantage.

Aura: faint abjuration

Activation: Use-Activated DC: 24

Construction Requirements: neutralize poison

Price: +3 tiers

Shadow

This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Stealth checks. Greater quality armor grants a +10 bonus, and superior armor grants a +15 bonus.

Aura: Moderate illusion

Activation: Use-Activated DC: 24

Construction Requirements: invisibility

Price: +2 tier (standard), +4 tiers (greater), +6 tiers (superior)

Strength

This armor endows the wearer with strength just when you need it most. Three times per day you can use this armor to either make a strength check or save at advantage or prevent yourself from being knocked prone.

Aura: faint transmutation

Activation: Use-Activated DC: 24

Construction Requirements: enhance ability

Price: +1 tier

Undead Controlling

While wearing this suit of armor or shield, you may control up to 26 HD of undead per day, as the control undead spell. At dawn each day, you lose control of any undead still under your sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.

Aura: Strong necromancy

Activation: Use-Activated DC: 34

Construction Requirements: control undead

Price: +6 tiers

Wild

While wearing this armor, you preserve your armor bonus and any enhancement bonus while in a wild shape. Armor and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.

Aura: Moderate transmutation

Activation: Use-Activated DC: 29

Construction Requirements: polymorph (level 5)

Price: +3 tiers

Specific Magic Armors

The following are specific magic armors that can regularly be found.

Banded Mail of Luck

Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows you to require that an attack roll made against you be rerolled. You must make this decision before damage is rolled, and you must take whatever consequences come from the second roll.

Aura: Strong enchantment

Activation: Attuned DC: 24

Construction Requirements: bless

Price: 9,650 gp

Breastplate of Command

This finely crafted +2 breastplate radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. You gain advantage on all Charisma-based checks. Friendly troops within 360 feet of you become braver than normal, gaining favor on saves against fear effects. Since the effect arises in great part from the distinctiveness of the armor, you cannot hide or conceal yourself in any way and still have the effect function.

Aura: Strong enchantment

Activation: Use-Activated DC: 36

Construction Requirements: charm (level 8)

Price: 12,875 gp.

Celestial Armor

This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum dodge of +8, and a skill check penalty of -2. It is considered light armor, weighs 20 pounds, and it allows you to use fly on command (as the spell) once per day.

Aura: Faint transmutation, good

Activation: Use-Activated, Command Word DC: 26

Construction Requirements: creator must be good, fly

Price: 11,350 gp

Demon Armor

This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +4 full plate allows you to make claw attacks that deal 1d10 points of damage, strike as +1 magic weapons, and afflict the target as if she had been struck by a contagion spell (Con save DC 14 negates). Use of contagion requires a normal melee attack with the claws. The "claws" are built into the armor's vambraces and gauntlets.

The armor bestows one HD of life drain on any nonevil creature wearing it. This life drain persists as long as the armor is worn and disappears when the armor is removed. This never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the armor is worn.

Aura: Strong necromancy, evil

Activation: Use-Activated DC: 26

Construction Requirements: contagion

Price: 26,955 gp.

Elven Chain

This extremely light chainmail is made of very fine mithral links. The armor has a maximum dodge bonus of +4, and no skill check penalty. It can be worn by those proficient in light armor, and it weighs 5 pounds.

Aura: none

Construction Requirements: craft (armor) +10 points, must be an elf

Price: 5,150 gp.

Mithral Full Plate of Speed

As a free action, you can activate this +1 mithral full plate, enabling you to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. Speed while wearing a suit of mithral full plate is 20 feet for Medium creatures, or 15 feet for Small. The armor has a maximum dodge bonus of +3, and a skill check penalty of -3. It is considered medium armor and weighs 25 pounds.

Aura: Faint transmutation

Activation: Use-Activated, Attuned (haste) DC: 26

Construction Requirements: haste, craft (armor) +10 points

Price: 18,500 gp.

Plate Armor of the Deep

This +1 full plate is decorated with a wave and fish motif. While wearing plate armor of the deep you are treated as unarmored for purposes of making any swimming-related check. The wearer can breathe underwater and can converse with any creature with a language that breathes water.

Aura: Moderate abjuration

Activation: Use-Activated DC: 28

Construction Requirements: freedom of movement, water breathing, tongues

Price: 24,650 gp.

Rhino Hide

This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a -1 skill check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.

Aura: Moderate transmutation

Activation: Use-Activated DC: 25

Construction Requirements: enhance ability

Price: 5,500 gp.