r06 - Updated Armor

by AspireGames

Search GM Binder Visit User Profile



Updated Armor

Avoidance Class and Damage Reduction

Armor and Shields

The most common methods of protection, armor and shields, are things adventurers will commonly encounter. A character can only benefit from one set of armor and one shield at a time. The Armor and Shields table shows the most common options available, their price and weight, how they impact avoidance class and damage reduction, and any properties they possess.

Armor

Armor is the most common way to minimize or mitigate damage from your enemies. The Armors table shows the most common armors available, their price and weight, the base avoidance class they provide, and any properties they possess. Every armor is classified as light, medium, or heavy armor. The armor you wear determines your avoidance class, discussed later in this chapter.

Unarmored. While unarmored, you add your full Dexterity modifier to your AC. Certain features, such as the Versatile Defense feature, allow you to add a second modifier to your AC while unarmored.

Light Armor. Light armor is the most flexible, offering unimpeded movement. While wearing light armor, you add your full Dexterity modifier to your AC.

Medium Armor. Medium armor offers a balance of protection and flexibility. While wearing medium armor, you add your Dexterity modifier, to a maximum of +2, to your AC.

Heavy Armor. Heavy armor focuses on full protection from head to toe. Heavy armor doesn't let you add your Dexterity modifier to your AC, but it also doesn't penalize you if your Dexterity modifier is negative.

Shields

Shields come in varying weights, sizes, and materials. The Armors table shows the most common shields available, their price and weight, the bonus to armor they provide, and any properties they possess. As with armor, shields are classified as light, medium, or heavy. Additionally, shields can be physical or generators.

Light Shields. A light shield is generally affixed to the forearm. While a light shield does not fill the hand, you gain no benefit from it while the hand is full.

Medium Shields. A medium shield is a common defensive technology that protects the user from weapons, the elements, or other hazards.

Heavy Shields. Heavy shields are much larger and more cumbersome, but they offer more protection than their smaller counterparts. Due to their cumbersome size, however, they can only be wielded alongside simple weapons.

Energy Shields. Energy shields are made almost entirely of energy barriers. Medium and heavy energy shields have a physical handheld component from which the barrier emanates; medium energy shields are orbs that are slightly larger than a fist, while heavy energy shields project from a large cross. Activating and deactivating the shield can be performed with an object interaction or as a part of donning and doffing the shield. While deactivated, an energy shield's strength number decreases by one step (15 to 13, 13 to 11, or 11 to none).


Physical Shields. Physical shields are made entirely of physical materials. They are cheaper than their generator counterparts, but heavier and requiring greater Strength to wield.

Barding and Plating

Armor is designed for creatures with humanoid anatomy, while barding and plating is designed for creatures with different anatomy, such as beasts and vehicles. For each armor, barding and plating exist at the same price and weight.

Avoidance Class and Damage Reduction

Armor protects its wearer from attacks. The armor you wear—or lack thereof—determines two key capacities: your avoidance class and potential damage reduction.

Avoidance Class

Your avoidance class (AC) comes in four layers: base, armor, possible shield, and possible bonuses.

Base. Your base AC is always 8 + your proficiency bonus.

Armor. Your armor—or lack thereof—impacts your AC as well, and varies depending on the armor’s type, as discussed earlier in this section and illustrated in the Avoidance Class column of the Armor and Shields table.

Shield. If you equip a shield, you add that shield’s bonus to your base AC as well as the AC—if any—added by your armor, as illustrated in the Avoidance Class column of the Armor and Shields table.

Bonuses. Certain features, such as the engineer’s Infuse Item, offer a bonus to AC. These bonuses are in addition to those provided by your base, armor, and shield.

Damage Reduction

Armor also offers passive armor damage reduction (DR) as illustrated in the Damage Reduction column of the Armor and Shields table. Armor DR only affects the damage you receive from attack rolls, as well as any damage you receive from weapons.

Overlapping Armors

Sometimes, you might have multiple features that would apply to your AC and DR. For instance, you might have the Versatile Defense feature and the Natural Armor special trait. In these circumstances, you choose which feature to benefit from.

Armor and Shield Proficiency

While anyone can wear armor or wield a shield, only those who are proficient know how to properly use it. Your class, traits, and feats grant you proficiency with certain armor types. If you wear armor or wield a shield in which you lack proficiency, you have disadvantage on any ability test that involves Strength, Dexterity, or Constitution, you can’t cast, and you can’t add your proficiency bonus to your AC.

If you have proficiency in armor, you have proficiency in the appropriate shield as well.

UNBOUND REALMS | UPDATED ARMOR
Armor and Shields
Name Cost Weight  Avoidance Class Damage Reduction Properties
Light Armor
 Light armor, partial 250 cr 7.50 lb  Dex modifier 1
 Light armor, full 500 cr 10.00 lb  Dex modifier 2
Medium Armor
 Medium armor, minimal 500 cr 15.00 lb  Dex modifier (max 2) 3
 Medium armor, partial 1,000 cr 20.00 lb  Dex modifier (max 2) 4
 Medium armor, full 2,000 cr 25.00 lb  Dex modifier (max 2) 5 Bulky, strength 11
Heavy Armor
 Heavy armor, minimal 1,000 cr 35.00 lb  6 Bulky, strength 13
 Heavy armor, partial 2,000 cr 45.00 lb  7 Bulky, strength 15
 Heavy armor, full 4,000 cr 55.00 lb  8 Bulky, strength 17
Shield
 Light shield, energy 125 cr 1.50 lb  +1 Strength 11
 Light shield, physical 50 cr 3.00 lb  +1 Strength 13
 Medium shield, energy 375 cr 3.00 lb  +2 Strength 13
 Medium shield, physical 150 cr 6.00 lb  +2 Strength 15
 Heavy shield, energy 1,250 cr 6.00 lb  +3 Obtrusive, strength 15
 Heavy shield, physical 500 cr 12.00 lb  +3 Obtrusive, strength 17

Armor Properties

Many armors and shields in the Armor table have properties related to their use. These properties are defined below.

Bulky

While wearing armor with this property, you have disadvantage on Dexterity (Stealth) checks that rely on sound.

Obtrusive

While wielding a shield with this property, you have disadvantage on Dexterity (Stealth) checks that rely on sight.

Strength

While wearing armor or wielding a shield with this property, your speed is reduced by 10 unless your Strength score meets or exceeds the strength number.

Armor and Shield Appearance

While every armor has a name, it doesn’t come with a description. You can choose the appearance of your armor as appropriate to your character and setting. For instance, full light armor in a fantasy setting is typically studded leather, whereas in a sci-fi setting it might be a flex-weave combat suit. On the other hand, full heavy armor would likely be a full suit of plate in a fantasy setting, whereas it might be an exoskeleton in a sci-fi setting.

Regardless of its appearance, armor is always recognizable as such unless otherwise specified.

Donning and Doffing Armor

The time it takes to don or doff armor depends on the armor's category. If you have help, you can reduce the time it takes to don or doff armor by half.

Don. This is the time it takes to put on armor or wield your shield. You benefit from the armor only if you take the full time to don the suit of armor.

Doff. This is the time it takes to remove armor or store your shield.

Donning and Doffing Armor
Category    Don Doff
Light armor 1 minute 1 minute
Medium armor 5 minutes 1 minute
Heavy armor 10 minutes 5 minutes
Light shield 1 reaction on your turn 1 reaction on your turn
Medium shield 1 bonus action 1 bonus action
Heavy shield 1 action 1 action

Variant: Casting Failure in Armor

In some realms, casting in armor might come at the consequence of failure, regardless of armor proficiency. This variant rule, found in Appendix F, can help you introduce this concept in your campaigns.

UNBOUND REALMS | UPDATED ARMOR