I.A. đĄď¸ Armours & Shields - JulTob/DnD GitHub Wiki
Light Armor
Name | Armor Class (AC) | Strength | Stealth | Weight | Cost |
---|---|---|---|---|---|
Padded | 11 + Dex modifier | - | Disadvantage | 8 lb. | 5 gp |
Leather | 11 + Dex modifier | - | - | 10 lb. | 10 gp |
Studded Leather | 12 + Dex Modifier | - | - | 13 lb. | 45 gp |
Medium Armor
Name | Armor Class (AC) | Strength | Stealth | Weight | Cost |
---|---|---|---|---|---|
Hide | 12 + Dex modifier(max 2) | - | - | 12 lb. | 10 gp |
Chain Shirt | 13 + Dex modifier(max 2) | - | - | 20 lb. | 50 gp |
Scale Mail | 14 + Dex modifier(max 2) | - | Disadvantage | 45 lb. | 50 gp |
Spiked Armor | 14 + Dex modifier(max 2) | - | Disadvantage | 45 lb. | 75 gp |
Breastplate | 14 + Dex modifier(max 2) | - | - | 20 lb. | 400 gp |
Halfplate | 15 + Dex modifier(max 2) | - | Disadvantage | 40 lb. | 750 gp |
Heavy Armor
Name | Armor Class (AC) | Strength | Stealth | Weight | Cost |
---|---|---|---|---|---|
Ring Mail | 14 | - | Disadvantage | 40 lb. | 30 gp |
Chain Mail | 16 | Str 13 | Disadvantage | 55 lb. | 75 gp |
Splint | 17 | Str 15 | Disadvantage | 60 lb. | 200 gp |
Plate | 18 | Str 15 | Disadvantage | 65 lb. | 1,500 gp |
Shield
Name | Armor Class (AC) | Strength | Stealth | Weight | Cost |
---|---|---|---|---|---|
Shield | +2 | - | - | 6 lb. | 10 gp |
Don/Doff Time
Category | Don | Doff |
---|---|---|
Light Armor | 1 minute | 1 minute |
Medium Armor | 5 minutes | 1 minute |
Heavy Armor | 10 minutes | 5 minutes |
Shield | 1 action | 1 action |
-
Armor Proficiency:
- Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armorâs use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you canât cast Spells.
-
Strength Requirement:
- If the Armor table shows âStr 13â or âStr 15â in the Strength column for an armor type, the armor reduces the wearerâs speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
$Common$
Armor of Gleaming
Armor (any medium or heavy), common
This armor never gets dirty.
Cast-Off Armor
Armor (light, medium, or heavy), common
You can doff this armor as an action.
Shield of Expression
Armor (shield), common
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.
Smoldering Armor
Armor, common
Wisps of harmless, odorless smoke rise from this armor while it is worn.
$Uncommon$
Adamantine Armor
Armor (medium or heavy, but not hide), uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Mariner's Armor
Armor (light, medium, or heavy), uncommon
While wearing this armor, 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. The armor is decorated with fish and shell motifs.
Mind Carapace Armor
Armor (any heavy armor), uncommon (requires attunement by a specific individual)
Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
Mithral Armor
Armor (medium or heavy), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Sentinel Shield
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with the symbol of an eye.
Serpent Scale Armor
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Shield, +1, +2, +3
Armor (shield), uncommon (+1), rare (+2), or very rare (+3)
While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC.
$Rare$
Shield of Missile Attraction
Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
$Curse$: This shield is cursed. Attuning to it curses you until you are targeted by the Remove Curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Shield of Far Sight
Armor (shield), rare
A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eye is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield.
If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.
Scorpion Armor
Armor (plate), rare (requires attunement)
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
- The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't incapacitated.
- The armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide).
$Curse$: This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a Wish spell can remove the armor's curse.
Pariah's Shield
Armor (shield), rare (requires attunement)
Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.
You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.
When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
Molten Bronze Skin
Armor (breastplate, half plate, or plate), rare (requires attunement)
This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.
While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.
Mizzium Armor
Armor (medium or heavy, but not hide), rare
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Leather Golem Armor
Armor (leather), rare (requires attunement)
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
- Immutable Form. You are immune to any spell or effect that would alter your form.
- Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
$Curse$. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
- Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
- Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
Glamoured Studded Leather
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.
Elven Chain
Armor (chain shirt), rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Battering Shield
Armor (shield), rare (requires attunement)
While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Arrow-Catching Shield
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Armor of Vulnerability
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.
$Curse$. This armor is cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are target by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Armor of Resistance
Armor (light, medium, or heavy), rare (requires attunement)
You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.
d10 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
$Very Rare$
âď¸ $Animated$ $Shield$
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Demon Armor
Armor (plate), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
$Curse$. Once you don this cursed armor, you can't doff it unless you are targeted by the Remove Curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Dragon Scale Mail
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.
Dragon | Resistance |
---|---|
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
Dwarven Plate
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Heward's Hireling Armor
Armor (leather), very rare (requires attunement)
A number of Kwalishâs experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armorâs animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pocketsâ contents. Placing an object into one of the armorâs pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a Bag of Holding, a Hewardâs Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
Hunter's Coat
Armor (leather), very rare (requires attunement)
You gain a +1 bonus to AC while wearing this armor.
The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.
Last Stand Armor
Armor (any), very rare
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Living Armor
Armor (any), very rare (requires attunement)
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature. The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Sapphire Buckler
Armor (Shield), Very Rare (Requires Attunement)
This crystalline blue shield is fashioned from a sapphire dragonâs scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it canât be used again until the next dawn.
Spellguard Shield
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
$Legendary$
Armor of Invulnerability
Armor (plate), legendary (requires attunement)
You have resistance to nonmagical damage while you wear this armor.
Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minute or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.
Efreeti Chain
Armor (chain mail), legendary (requires attunement)
While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.
Hide of the Feral Guardian
Armor (studded leather), legendary (requires attunement)
It is believed that this polished and beautifully detailed leather armor was a gift from Melara, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity.
Dormant.
While wearing the armor in its dormant state, you gain the following benefits:
- The armor grants you a + 1 bonus to AC.
- While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a + 1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.
- As an action, you can use the armor to cast Polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn.
Awakened.
When the armor reaches an awakened state, it gains the following properties:
- The AC bonus of the armor increases to +2.
- While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).
- When you cast the Polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics).
Exalted.
When the armor reaches an exalted state, it gains the following properties:
- The AC bonus of the armor increases to +3.
- While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).
- When you cast the Polymorph spell using this armor, you can transform into a guardian wolf.
Obsidian Flint Dragon Plate
_Armor (plate), legendary
You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself.
Plate Armor of Etherealness
Armor (plate), legendary (requires attunement)
While you're wearing this armor, you can speak its command word as an action to gain the effect of the Etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.
Powered Armor
Armor (plate), legendary (requires attunement)
Shield of the Hidden Lord
Adamantine Armor
Armor (medium or heavy, but not hide)
Animated Shield
Shield (Shield)
Armor of Invulnerability
Heavy Armor (Armor)
Armor of Vulnerability
Heavy Armor (Cursed Item, Armor)
Arrow-Catching Shield
Shield (Shield)