Armor Mastery Properties
Property | Armor Category | Trigger Action | Benefit |
---|---|---|---|
Ambush | Light, Medium | Attack | Your first weapon attack each turn deals bonus damage equal to your proficiency bonus if you are Invisible. |
Press | Heavy | Attack | When you successfully shove a creature, you can push it up to 10 feet in any direction of your choice and move 5 feet towards it. |
Rush | Unarmored, Light | Attack, Dash | You can move up to 10 feet immediately before or after taking the trigger action. |
Skirmish | Unarmored, Light, Medium | Attack, Dash | Opportunity attacks have disadvantage against you. |
Switch | Medium | Attack | You can give yourself +1 to weapon damage rolls or +1 to your AC. |
Trudge | Medium, Heavy | Attack, Dash | You are unaffected by difficult terrain and you can move through the space of any creature that is your size or smaller, but you can't stop in the same space. |
Withstand | Medium, Heavy | Attack, Dodge | You can reduce Bludgeoning, Piercing, and Slashing damage that you take by half of your proficiency bonus (rounded up). |
Armor Masteries
Whenever a player would choose a weapon to benefit from the Weapon Mastery feature, they can instead choose to learn an armor mastery property.
Using Armor Masteries. When a creature takes any of the Trigger Actions associated with an armor property that they know as an Action, they can gain the benefits of that armor property until the start of their next turn (no action required). They must be wearing an armor set of the associated category to gain these benefits.
Armor or Weapon Masteries. While a creature is benefiting from an armor mastery property, it cannot benefit from weapon masteries.
No Double Masteries. A creature can only benefit from one armor mastery property at any given time.
Armor Mastery Example
At level 1, Jeremy is choosing weapon masteries for his fighter character, Gertrude. Jeremy decides that he will replace two of her Weapon Masteries with Armor Masteries. He chooses the Withstand armor mastery, the Press armor mastery, and the Warhammer weapon mastery. In total, Gertrude has the following masteries: Warhammer, Withstand, and Press.
When the first fight begins, Gertrude is wearing her chainmail and uses her action to attack with her warhammer. At this moment, she can choose to benefit from her Withstand armor property, benefit from her Press armor property, or continue benefiting from the Slow property of her warhammer. Activating an armor property will mean that she cannot benefit from Slow until the start of her next turn.
Since she's found herself surrounded, Gertrude chooses to benefit from the Withstand property this time, hoping to avoid losing too much HP from the oncoming attacks.
Armor Masteries
- Version Info. This is version 2.1 of the Armor Masteries ruleset by Xpertranger
- Artwork. Tower by Michalivan
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