As a reaction to a melee or ranged weapon attack, if you are wearing medium or heavy armor, you can reduce your damage by half with your armor taking the other half of the damage. The armor gains a set amount of HP equal to three times its total AC value (i.e a chain shirt has a total value of 14, so it would have 42 HP), not including dexterity modifiers. When the armor reaches zero HP, it must make a constitution saving throw, using your bonus, or become broken. The dc for the saving throw is equal to the amount of damage that reduces the armor to zero HP. Broken armor provides half its normal AC bonus. Magical armor is resistant to damage, with each additional point of armor adding a multiplier to its hp, +1 equals times 4 total AC value, +2 equals times 5 total AC value, etc.
If a PC also takes the shield master feat, the shield's AC value can be added to the total AC value of the armor at the risk of breaking the shield.
Armor may be repaired at any blacksmith, or by the PC if that PC is proficient with Smith's Tools and has the material and time to work on the armor. A separate smithing check must be made for every 10 hp the armor is missing. If the armor has more than 75% of its total HP, the DC to repair is 10, and increases by 5 for each additional quarter of HP that is missing Enchanted armor must be repaired by a smith and an arcane spell crafter working together, with an arcana check also required of an equivalent DC. Broken armor cannot be repaired and must either be remade at cost or new armor must be purchased.
Previous Versions
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1/5/2024 11:06:14 PM
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6
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1
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Coming Soon
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1/6/2024 2:02:26 AM
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6
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1
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1.1
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Coming Soon
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