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(Races can give proficiency (e.g. human and light), reworded to clarify that point.)
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'''Armour''' is a type of [[Equipment]] that provides bonuses to [[Armour Class]] (AC), decreasing your chances of being hit by enemies.  
{{PageSeo
 
| description = Armour is a type of equipment that provides bonuses to Armour Class (AC), decreasing the wearer's chances of being hit by attacks.
''See also: [[Clothing]]''
| image = Helldusk Armour Icon.png
 
}}
[[Category:Equipment]]
{{hatnote|For the non-armour equipment that occupies the same slot, see [[clothing]].}}
 
'''Armour''' is a type of [[equipment]] that provides bonuses to the wearer's [[Armour Class]] (AC), decreasing their chance of being hit by attacks.
== Armour Proficiency ==
 
Those who have trained to fight while wearing armour can use it effectively in combat. A creature may have Proficiency in {{LightArmour}}, {{MediumArmour}}, and/or {{HeavyArmour}}. Some [[Helmets]], [[Gloves]], and [[Boots]] also require Proficiency in a certain type of armour.


Wearing armour without [[Proficiency]] in that armour type will impose {{Disadvantage}} on all of your [[Ability Check]]s, [[Saving Throw]]s, and [[Attack Roll]]s, and prevent you from casting [[Spells]].
== Categories of armour ==
Each armour has a type that, generally speaking, determines its Armour Class and appearance. Each armour type also belongs to one of three categories: ''light'', ''medium'' or ''heavy''.  


Each class, and some races, grant proficiency with specific types of armour. Some classes such as [[Sorcerer]] and [[Wizard]] grant no armour proficiency, and can only fight effectively while wearing [[Clothing]] if their race does not provide other a proficiency.
; {{SmallIcon|Light Armour Icon.png}} Light armour : Provides some protection without sacrificing mobility. Creatures wearing light armour add their full Dexterity modifier to their AC.


Armour Proficiency is hierarchical. That means, to gain proficiency in {{HeavyArmour}}, you must first have proficiency in {{MediumArmour}}, and to gain proficiency in {{MediumArmour}}, you must first have proficiency in {{LightArmour}}.
; {{SmallIcon|Medium Armour Icon.png}} Medium armour : Provides moderate protection, but hinders mobility. Creatures wearing medium armour add their Dexterity modifier to their AC, up to a maximum of +2. Some medium armour types also give [[disadvantage]] on [[Stealth]] checks.


== Types of Armour ==
; {{SmallIcon|Heavy Armour Icon.png}} Heavy armour : Provides maximum protection, but severely hinders mobility. Creatures wearing heavy armour do not add their Dexterity modifier to their AC and have disadvantage on Stealth checks.


There are three types of armour: '''Light Armour''', '''Medium Armour''', and '''Heavy Armour'''.
In addition to these three categories, [[shields]] are a type of armour equipped in the character's off-hand.


=== {{SmallIcon|Light Armour Icon.png}} Light Armour ===
== Armour proficiency ==
In order to wear an armour efficiently, the wearer needs [[proficiency]] with that armour's category. A creature that wears armour it lacks proficiency with cannot cast [[spells]], and has disadvantage on all of its [[ability checks]], [[saving throws]], and [[attack rolls]].


'''Light Armour''' provides some protection without sacrificing mobility: when wearing '''Light Armour''', your {{ArmourClass}} is equal to the Armour's base AC ''plus'' your [[Dexterity Modifier]].
Similarly to other armour, shields require the wearer to have proficiency with shields.


==== Light Armour Proficiency ====
Additionally, some [[helmets]], [[gloves]], and [[boots]] also require proficiency with a certain category of armour.


The following classes start with {{LightArmour}} Proficiency at level 1:
=== Sources of armour proficiency ===
* [[Barbarian]]
Armour proficiency is generally gained from starting [[class]], [[race]] or [[feats]].
* [[Bard]]
* [[Cleric]]
* [[Druid]]
* [[Fighter]]
* [[Paladin]]
* [[Ranger]]
* [[Rogue]]
* [[Warlock]]


Taking the '''Lightly Armoured''' [[Character Abilities#Feats|Feat]] also grants Light Armour Proficiency.
; Light armour : Classes: [[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Paladin]], [[Ranger]], [[Rogue]], [[Warlock]].
: Races: [[Human]], [[Half-elf]].
: Feat: [[Lightly Armoured]].
; Medium armour : Classes: [[Barbarian]], [[Cleric]], [[Druid]], [[Fighter]], [[Paladin]], [[Ranger]].
: Class features: [[College of Valour]], [[College of Swords]].
: Races: [[Dwarf#Shield_Dwarves|Shield dwarf]], [[Githyanki]].
: Feat: [[Moderately Armoured]].
; Heavy armour : Classes: [[Fighter]], [[Paladin]].
: Class features: [[Favoured Enemy]] (Ranger Knight), [[Life Domain]], [[Nature Domain]], [[Tempest Domain]], [[War Domain]].
: Feat: [[Heavily Armoured]].
; Shields : Classes: [[Barbarian]], [[Cleric]], [[Druid]], [[Fighter]], [[Paladin]], [[Ranger]].
: Class features: [[College of Valour]].
: Races: [[Human]], [[Half-elf]].
: Feat: [[Moderately Armoured]].


==== List of Light Armour ====
Armour proficiency with lighter categories is always inherited, meaning that a creature proficient with heavy armour is always proficient with light and medium armour.


== List of light armour ==
{{ArmourTableHeader}}
{{ArmourTableHeader}}
{{#cargo_query: tables = equipment
{{#cargo_query: tables = equipment
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| order by = rarity_order, name
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| where = type = "Light Armour" AND legacy IS NULL
| default = {{ArmourTableEmpty}}
| default = {{ArmourTableEmpty}}
| format = template
| format = template
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{{ArmourTableFooter}}
{{ArmourTableFooter}}


=== {{SmallIcon|Medium Armour Icon.png}} Medium Armour ===
== List of medium armour ==
 
'''Medium Armour''' provides more protection than '''Light Armour''', but hinders mobility: when wearing '''Medium Armour''', your {{ArmourClass}} is equal to the Armour's base AC ''plus'' your [[Dexterity Modifier]] (bonus AC from Dexterity limited to +2 for Medium Armour).
 
==== Medium Armour Proficiency ====
 
The following classes start with {{MediumArmour}} Proficiency at level 1:
* [[Barbarian]]
* [[Bard]] ([[College of Valour]] only)
* [[Cleric]]
* [[Druid]]
* [[Fighter]]
* [[Ranger]]
 
Taking the '''Moderately Armoured''' [[Feats|Feat]] also grants Medium Armour Proficiency, as well as {{Shields}} Proficiency.
 
==== List of Medium Armour ====
 
{{ArmourTableHeader}}
{{ArmourTableHeader}}
{{#cargo_query: tables = equipment
{{#cargo_query: tables = equipment
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| fields = _pageName=page, uid, name, icon, rarity, armour_class, stealth_disadvantage, weight_kg, weight_lb, price, passives, special
| order by = rarity_order, name
| order by = rarity_order, name
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| format = template
| format = template
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{{ArmourTableFooter}}


=== {{SmallIcon|Heavy Armour Icon.png}} Heavy Armour ===
== List of heavy armour ==
 
'''Heavy Armour''' provides the highest base protection of the three armour types, but is the most restrictive for mobility: when wearing '''Heavy Armour''', your {{ArmourClass}} is equal to the Armour's AC and does not receive any bonus from your [[Dexterity Modifier]].
 
==== Heavy Armour Proficiency ====
 
The following classes start with {{HeavyArmour}} Proficiency at level 1:
* [[Cleric]] ([[Life Domain]] only)
* [[Fighter]]
* [[Paladin]]
* [[Ranger]] (Favoured Enemy: Ranger Knight only)
 
Taking the '''Heavily Armoured''' [[Feats|Feat]] also grants Heavy Armour Proficiency.
 
==== List of Heavy Armour ====
 
{{ArmourTableHeader}}
{{ArmourTableHeader}}
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{{#cargo_query: tables = equipment
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| default = {{ArmourTableEmpty}}
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{{ArmourTableFooter}}


{{GameplayNavbox}}
== Legacy content ==
{{#cargo_query: tables = equipment
| fields = _pageName=page, name, uid, legacy
| order by = legacy
| where = (type = "Light Armour" OR type = "Medium Armour" OR type = "Heavy Armour")  AND (legacy = "unobtainable" OR legacy = "inaccessible")
| format = template
| template = Legacy item entry
| intro = <ul>
| outro = </ul>
| named args = yes
}}
 
{{NavEquipment}}
{{NavGameplay|state=collapsed}}
[[Category:Equipment]]

Latest revision as of 08:05, 2 September 2024

For the non-armour equipment that occupies the same slot, see clothing.

Armour is a type of equipment that provides bonuses to the wearer's Armour Class (AC), decreasing their chance of being hit by attacks.

Categories of armour[edit | edit source]

Each armour has a type that, generally speaking, determines its Armour Class and appearance. Each armour type also belongs to one of three categories: light, medium or heavy.

Light armour
Provides some protection without sacrificing mobility. Creatures wearing light armour add their full Dexterity modifier to their AC.
Medium armour
Provides moderate protection, but hinders mobility. Creatures wearing medium armour add their Dexterity modifier to their AC, up to a maximum of +2. Some medium armour types also give disadvantage on Stealth checks.
Heavy armour
Provides maximum protection, but severely hinders mobility. Creatures wearing heavy armour do not add their Dexterity modifier to their AC and have disadvantage on Stealth checks.

In addition to these three categories, shields are a type of armour equipped in the character's off-hand.

Armour proficiency[edit | edit source]

In order to wear an armour efficiently, the wearer needs proficiency with that armour's category. A creature that wears armour it lacks proficiency with cannot cast spells, and has disadvantage on all of its ability checks, saving throws, and attack rolls.

Similarly to other armour, shields require the wearer to have proficiency with shields.

Additionally, some helmets, gloves, and boots also require proficiency with a certain category of armour.

Sources of armour proficiency[edit | edit source]

Armour proficiency is generally gained from starting class, race or feats.

Light armour
Classes: Barbarian, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Warlock.
Races: Human, Half-elf.
Feat: Lightly Armoured.
Medium armour
Classes: Barbarian, Cleric, Druid, Fighter, Paladin, Ranger.
Class features: College of Valour, College of Swords.
Races: Shield dwarf, Githyanki.
Feat: Moderately Armoured.
Heavy armour
Classes: Fighter, Paladin.
Class features: Favoured Enemy (Ranger Knight), Life Domain, Nature Domain, Tempest Domain, War Domain.
Feat: Heavily Armoured.
Shields
Classes: Barbarian, Cleric, Druid, Fighter, Paladin, Ranger.
Class features: College of Valour.
Races: Human, Half-elf.
Feat: Moderately Armoured.

Armour proficiency with lighter categories is always inherited, meaning that a creature proficient with heavy armour is always proficient with light and medium armour.

List of light armour[edit | edit source]

Armour Armour Class Stealth Disadvantage Weight Price Special


Broken Padded Armour

11 No

3.6 kg
7.2 lb

30


Druid Leather Armour

11 No

4.5 kg
9 lb

40


Druid Leather Armour

11 No

4.5 kg
9 lb

40


Faded Drow Leather Armour

12 No

5.85 kg
12.89 lb

130


Leather Armour

11 No

4.5 kg
9 lb

40


Leather Armour

11 No

4.5 kg
9 lb

40


Leather Armour

11 No

4.5 kg
9 lb

40


Leather Armour

11 No

4.5 kg
9 lb

40


Leather Armour

11 No

4.5 kg
9 lb

40


Padded Armour

11 No

3.6 kg
7.2 lb

30


Padded Armour

11 No

3.6 kg
7.2 lb

30


Padded Armour

11 No

3.6 kg
7.2 lb

30


Selûnite Robe

11 No

4.5 kg
10 lb

40


Simple Jerkin

11 No

4.5 kg
9 lb

40


Studded Leather Armour

12 No

5.9 kg
12.9 lb

100


Blazer of Benevolence

11 No

4.5 kg
9 lb

160

Remedial Rhymes
When you inspire an ally using Bardic Inspiration Bardic Inspiration, you gain HP Icon.png 4 temporary hit points.


Leather Armour +1

12 No

4.5 kg
9 lb

130

Stealthy
Gain a +1 bonus to Stealth Checks.


Padded Armour +1

12 No

3.6 kg
8 lb

105

Superior Padding
You take 1 less Damage TypesBludgeoning damage.


Scarlet Leather Armour

12 No

4.5 kg
10 lb

160

Stealthy
Gain a +1 bonus to Stealth Checks.


Studded Leather Armour +1

13 No

5.85 kg
12.9 lb

260

Superior Padding
You take 1 less Damage TypesBludgeoning damage.


Drow Studded Leather Armour

12 No

5.85 kg
12.7 lb

1000


Leather Armour +2

13 No

4.5 kg
9 lb

380

Stealthy
Gain a +1 bonus to Stealth Checks.
Balance
Gain a +1 bonus to Dexterity Saving throws and Ability checks


Padded Armour +2

13 No

3.6 kg
8 lb

310

Superior Padding
You take 2 less Damage TypesBludgeoning damage.


Penumbral Armour

12 No

5.85 kg
13 lb

1000

Stealthier
While Obscured, the wearer gains +3 bonus to Stealth Checks


Shadeclinger Armour

12 No

4.5 kg
9 lb

130

Shadeclinger
While Obscured, the wearer has Advantage Icon.png Advantage on Saving throws.


Spidersilk Armour

12 No

5.8 kg
12.8 lb

1150

Stealthy
Gain a +1 bonus to Stealth Checks.


Studded Leather Armour +2

14 No

5.85 kg
12.9 lb

770

Superior Padding
You take 1 less Damage TypesBludgeoning damage.
Ambusher
Gain a +1 bonus to Initiative Rolls Initiative Rolls.


Armour of Landfall

13 No

4.5 kg
9 lb

1700

Plant Growth Plant Growth ()
Cast as a level 3 spell ( Recharge: Short rest.)
High Spellcasting
You gain a +1 bonus to Spell Save DC.
Green Bed Regeneration
When starting your turn on Plant Growth Plant Growth or Vines Vines regain 1d4 hit points.


Armour of Moonbasking

11 No

4.5 kg
9 lb

1400

Lunar Bestial Vitality
You gain HP Icon.png 22 temporary hit points after casting Wild Shape Wild Shape. While those temporary hit points are active reduce all incoming damage by 1.
Lunar Bestial Fortitude
You have a +2 bonus to Armour Class Armour Class. You also have Advantage Icon.png Advantage on Saving throws against spells. This effect persists while using your druidic Wild Shape Wild Shape ability.


Armour of the Sporekeeper

13 No

4.5 kg
9 lb

1050

Malefic Funghi
The wearer gains a +1 bonus to Spell Save DC and when dealing Damage TypesNecrotic damage, they deal an additional 1Damage TypesNecrotic Damage.
Spore Sacks
While imbued with Symbiotic Entity Symbiotic Entity, you can spread Bibberbang Spores Bibberbang Spores, Timmask Spores Timmask Spores, and Haste Spores Haste Spores.


Bhaalist Armour

14 No

5.85 kg
12.8 lb

2000

Aura of Murder Aura of Murder
Enemies within 2 m / 7 ft become Vulnerable to Damage TypesPiercing damage, unless they are Resistant or Immune to it.
Ambusher
Gain a +2 bonus to Initiative Rolls Initiative Rolls.


Elegant Studded Leather

14 No

5.85 kg
12.8 lb

2000

Shield (spell) Shield ()
Cast as a level 1 spell ( Recharge: Short rest.)
Ambusher
Gain a +2 bonus to Initiative Rolls Initiative Rolls.

List of medium armour[edit | edit source]

Armour Armour Class Stealth Disadvantage Weight Price Special


+1 Breastplate

14 No

9 kg
20 lb

100


Breastplate

14 No

9 kg
18 lb

100


Chain Shirt

13 No

9 kg
18 lb

50


Chain Shirt

13 No

9 kg
18 lb

50


Damaged Dark Justiciar Armour

13 No

9 kg
18 lb

50


Damaged Scale Mail

12 Yes

12 kg
24 lb

25


Dreamwalker Plate

15 Yes

12 kg
26 lb

180


Githyanki Half Plate

15 Yes

12 kg
24 lb

180


Half Plate Armour

15 Yes

12 kg
24 lb

180


Half Plate Armour

15 Yes

12 kg
24 lb

180


Half Plate Armour

15 Yes

12 kg
24 lb

180


Hide Armour

12 No

5.4 kg
12 lb

60


Scale Mail

14 Yes

12 kg
24 lb

65


Scale Mail of Devotion

14 Yes

12 kg
24 lb

65


Scale Mail of the Ancients

14 Yes

12 kg
24 lb

65


Scale Mail of Vengeance

14 Yes

12 kg
24 lb

65


Breastplate +1

15 No

9 kg
18 lb

200

Superior Plate
You take 1 less Damage TypesPiercing damage.


Chain Shirt +1

14 No

9 kg
18 lb

130

Superior Material
You take 1 less Damage TypesSlashing damage.


Dark Justiciar Mail

13 No

9 kg
18 lb

280

Nightsinger's Reply
While Obscured by shadow, the wearer deals 1d4Damage TypesNecrotic to attackers that hit them with a melee attack.


Half Plate Armour +1

16 Yes

12 kg
24 lb

360

Superior Plate
You take 1 less Damage TypesPiercing damage.


Half Plate Armour +1

16 Yes

12 kg
24 lb

360

Superior Plate
You take 1 less Damage TypesPiercing damage.


Hedge Wanderer Armour

13 No

5.4 kg
10.8 lb

130

Balance
Gain a +1 bonus to Dexterity Saving throws and Ability checks


Hide Armour +1

13 No

5.4 kg
12 lb

105

Balance
Gain a +1 bonus to Dexterity Saving throws and Ability checks


Luminous Armour

15 No

9 kg
18 lb

250

Radiating Shockwave
When the wearer deals Damage TypesRadiant damage, they cause a Radiant Shockwave Radiant Shockwave.


Scale Mail +1

15 Yes

12 kg
24 lb

160

Superior Material
You take 1 less Damage TypesSlashing damage.


Slippery Chain Shirt

13 No

9 kg
18 lb

130

Cautious Healer
When the wearer heals a creature, it automatically Disengages Disengages and won't trigger Opportunity Attacks Opportunity Attacks.


The Oak Father's Embrace

13 No

5.4 kg
10.8 lb

130

Order of Nature
Undead creatures that hit the wearer receive 1d6Damage TypesRadiant. Beasts that hit the wearer deal an additional 1d6Damage TypesRadiant.


Barkskin Armour

12 No

5.4 kg
12 lb

420

Forest Aegis
You are invested with the power of the meadows and woods of the land, and have the effect of Barkskin Barkskin, increasing your Armour Class Armour Class to 16.


Breastplate +2

16 No

9 kg
18 lb

600

Superior Plate
You take 1 less Damage TypesPiercing damage.
Balance
Gain a +1 bonus to Dexterity Saving throws and Ability checks


Chain Shirt +2

15 No

9 kg
20 lb

210

Superior Material
You take 1 less Damage TypesSlashing damage.
Balance
Gain a +1 bonus to Dexterity Saving throws and Ability checks


Dark Justiciar Half-Plate (Rare)

16 No

12 kg
24 lb

1450

Shar's Aegis Shar's Aegis ()
Cast as a level 1 spell ( Recharge: Long rest.)
Shar's Umbrae
While obscured, the wearer has Advantage Icon.png Advantage on Stealth Checks.


Elven Chain

14 No

9 kg
18 lb

510

Elven Chain
You are considered Proficient with this armour while wearing it.
Elven Agility
The wearer has a +2 bonus to Initiative Rolls and Advantage Icon.png Advantage on Dexterity Saving throws.


Half Plate Armour +2

17 Yes

12 kg
24 lb

1100

Superior Plate
You take 2 less Damage TypesPiercing damage.


Hide Armour +2

14 No

5.4 kg
12 lb

310

Balance
Gain a +1 bonus to Dexterity Saving throws and Ability checks
Ambusher
Gain a +1 bonus to Initiative Rolls Initiative Rolls.


Psionic Ward Armour

15 Yes

12 kg
25 lb

1450

Psionic Ward
If the item detects that the wearer is gith, they have Resistance to Damage TypesPsychic damage.

Whenever the wearer succeeds on a Saving throw against a spell, they regain 1d4hit points.


Scale Mail +2

16 Yes

12 kg
24 lb

480

Superior Material
You take 1 less Damage TypesSlashing damage.
Ambusher
Gain a +1 bonus to Initiative Rolls Initiative Rolls.


The Jolty Vest

14 No

9 kg
18 lb

510

Superior Material
You take 1 less Damage TypesSlashing damage.
Countershock
When the wearer takes damage while having Lightning Charges Lightning Charges, the attacker must succeed a Dexterity Saving throw or become Shocked Shocked.


Unwanted Masterwork Scalemail

16 No

12 kg
24 lb

640

Exotic Material
Add your full Dexterity Modifier to your Armour Class Armour Class. Additionally, this armour does not impose Disadvantage Icon.png Disadvantage on Stealth Ability Checks.


Yuan-Ti Scale Mail

15 No

12 kg
24 lb

640

Exotic Material
Add your full Dexterity Modifier to your Armour Class Armour Class. Additionally, this armour does not impose Disadvantage Icon.png Disadvantage on Stealth Ability Checks.
Ambusher
Gain a +1 bonus to Initiative Rolls Initiative Rolls.


Adamantine Scale Mail

16 Yes

12 kg
26 lb

1300

Magical Plate
All incoming damage is reduced by 1
Adamantine Backlash
When a melee attack hits you, the attacker is sent Reeling Reeling for 2 turns.


Armour of Agility

17 No

12 kg
24 lb

2900

Exotic Material
Add your full Dexterity Modifier to your Armour Class Armour Class. Additionally, this armour does not impose Disadvantage Icon.png Disadvantage on Stealth Ability Checks.


Dark Justiciar Half-Plate (Very Rare)

17 No

12 kg
24 lb

2900

Shar's Aegis Shar's Aegis ()
Cast as a level 1 spell ( Recharge: Long rest.)
Shar's Umbrae
While obscured, the wearer has Advantage Icon.png Advantage on Stealth Checks.
Shar's Protection
While the wearer has Shield of Faith Shield of Faith active, reduce all incoming damage by 2 and reflect damage received back at the attacker, who takes 1d4Damage TypesNecrotic.


Flame Enamelled Armour

16 Yes

12 kg
26 lb

2900

Fire Shield: Warm Fire Shield: Warm ()
Cast as a level 4 spell ( Recharge: Long rest.)
Seldom Caught Unawares
You gain a +2 bonus to Initiative rolls Initiative rolls.
Endurance by Fire
You have Resistance to Damage TypesFire damage and a +2 bonus to Saving throws.


Sharpened Snare Cuirass

14 No

5.4 kg
10.8 lb

830

Exotic Material
Add your full Dexterity Modifier to your Armour Class Armour Class. Additionally, this armour does not impose Disadvantage Icon.png Disadvantage on Stealth Ability Checks.
Sharpened Snare
Creatures have Disadvantage Icon.png Disadvantage on Saving throws when resisting your attacks and spells that inflict Restrained Restrained.

List of heavy armour[edit | edit source]

Armour Armour Class Stealth Disadvantage Weight Price Special


Chain Mail

16 Yes

18 kg
36 lb

130


Plate Armour

18 Yes

20 kg
44 lb

400


Ring Mail Armour

14 Yes

17 kg
34 lb

100


Splint Armour

17 Yes

19 kg
42 lb

240


Chain Mail +1

17 Yes

18 kg
36 lb

260

Superior Material
You take 1 less Damage TypesSlashing damage.


Plate Armour +1

19 Yes

20 kg
44 lb

800

Superior Plate
You take 1 less Damage TypesPiercing damage.


Protective Plate

18 No

20 kg
40 lb

1000


Ring Mail Armour +1

15 Yes

17 kg
37 lb

200

Body Aid
Gain a +1 bonus to Strength Saving throws and Ability checks.


Splint Armour +1

18 Yes

19 kg
42 lb

480

Superior Plate
You take 1 less Damage TypesPiercing damage.


Armour of Devotion

18 Yes

20 kg
40 lb

3200

Eternal Devotion Eternal Devotion ()
Recite your Oath to regain 1 Channel Oath Charge. ( Recharge: Long rest.)


Cerebral Citadel Armour

18 Yes

20 kg
40 lb

3200

Frightened Immunity
You can't be Frightened Frightened
Illithid Protection
If the wearer is infested by a mind flayer tadpole, they gain +1 to Intelligence, Wisdom, and Charisma Saving throws.


Chain Mail +2

18 Yes

18 kg
36 lb

770

Superior Material
You take 2 less Damage TypesSlashing damage.


Dwarven Splintmail

19 Yes

19 kg
42 lb

1900

Superior Plate
You take 1 less Damage TypesPiercing damage.
Body Aid
Gain a +1 bonus to Strength Saving throws and Ability checks.


Flawed Helldusk Armour

18 Yes

20 kg
40 lb

3200

Lesser Infernal Retribution
When you are hit by a foe within 2 m / 7 ft, it might take 1d4Damage TypesFire damage.
Superior Plate
You take 1 less Damage TypesPiercing damage.


Plate Armour +2

20 Yes

20 kg
44 lb

2400

Exceptional Plate
You take 2 less damage from Damage TypesSlashing, Damage TypesPiercing and Damage TypesBludgeoning sources.


Ring Mail Armour +2

16 Yes

17 kg
37 lb

600

Superior Material
You take 1 less Damage TypesSlashing damage.
Body Aid
Gain a +1 bonus to Strength Saving throws and Ability checks.


Rippling Force Mail

17 Yes

18 kg
36 lb

1000

Force Absorption
Gain 2 turns of Force Conduit Force Conduit when taking Damage TypesSlashing, Damage TypesPiercing, or Damage TypesBludgeoning damage.


Splint Armour +2

19 Yes

19 kg
42 lb

1450

Superior Plate
You take 1 less Damage TypesPiercing damage.
Body Aid
Gain a +1 bonus to Strength Saving throws and Ability checks.


Adamantine Splint Armour

18 Yes

19 kg
41.8 lb

3800

Magical Plate
All incoming damage is reduced by 2.
Intense Adamantine Backlash
When a melee attack hits you, the Attacker is sent Reeling Reeling for 3 turns.


Armour of Persistence

20 Yes

20 kg
40 lb

6400

Magical Plate
All incoming damage is reduced by 2.
Legendary Persistence
You gain Resistance Resistance and Blade Ward Blade Ward.


Blackguard's Plate

19 Yes

20 kg
44 lb

6400

Magical Plate
All incoming damage is reduced by 1


Emblazoned Plate of the Marshal

19 Yes

20 kg
44 lb

6400

Fire Shield Fire Shield ()
Cast as a level 4 spell ( Recharge: Long rest.)
Magical Plate
All incoming damage is reduced by 2.
Endurance by Fire
You have Resistance to Damage TypesFire damage and a +2 bonus to Saving throws.


Reaper's Embrace

19 Yes

20 kg
40 lb

6400

Howl of the Dead Howl of the Dead ()
Let out a bone-chilling howl that Numbs Numbs all nearby creatures. ( Recharge: Short rest.)
Magical Plate
All incoming damage is reduced by 2.
Reaper's Rigidity Reaper's Rigidity
When activated, you can't be moved against your will by any spell or action, but have Disadvantage Icon.png Disadvantage on Dexterity Saving throws.


Helldusk Armour

21 No

20 kg
40 lb

8000

Fly (bonus action) Fly ()
Cast as a level 3 spell ( Recharge: Long rest.)
Helldusk Armour
You are considered Proficient with this armour while wearing it.
Infernal Retribution
When you succeed a Saving throw, the caster receives Burning Burning for 3 turns.
Prime Aegis of Fire
You have Resistance to Damage TypesFire damage and cannot be Burned Burned. You take 3 less damage from all sources.

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