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Prerequisite: Proficiency in Heavy Armor
 

Prerequisite: Proficiency in Heavy Armor.

Does not stack with Heavy Armor Master.

You have spent countless hours training, traveling, and tussling in heavy armor. You take far longer to fatigue than most, and as such can avoid fatigue-driven mistakes, and with them blows, much more easily. You gain the following benefits:

  • Increase your Constitution score by one (1), to a maximum of 20.
  • While wearing heavy armor, bludgeoning, piercing, and slashing damage from non-magical weapons is reduced by your proficiency bonus (i.e. 2-6).
    • If you are playing with some implementation of a lingering injuries ruleset*, treat any bludgeoning, piercing, or slashing damage from a non-magical weapon to be reduced by an additional amount equal to 1/2 your proficiency bonus, rounding up, (i.e. 1-3) for determining if you must make a Constitution saving throw. (That is to say, if you are, for example, a level 5 fighter, with 49 HP (assuming a Constitution modifier of +3, 13 (10 + 3)  + 9 (6 + 3)  + 9 + 9 + 9, on average), if you are hit for 16 damage, you'd subtract 3, taking 13 damage (16 - 3 = 13). If you were at full health with no temporary HP, you now have 36 health. This would normally be enough to have to make the Constitution saving throw for lingering injuries (49 => 50; 50/4 = 12.5; 12/5 => 12; 13 > 12;), but for the purposes of this mechanic, you only took 11 damage (16 - 3 = 13; 13 - 2 (3/2 = 1.5; 1.5 => 2) = 11), which is less than 12).
  • While wearing magical heavy armor, in addition the the effects described above, bludgeoning, piercing, and slashing damage from magical weapons is reduced by 1/2 your proficiency bonus, rounding up (i.e. 1-3).
    • If you are playing with some implementation of a lingering injuries ruleset, treat any bludgeoning, piercing, or slashing damage from a magical weapon to be reduced by an additional amount also equal to 1/2 your proficiency bonus, rounding up for determining if you must make a Constitution saving throw. (Using the previous example, you'd take 14 damage (16 - 2 = 14), and for the mechanic, you treat it as if you took 12 damage (14 - 2 = 12). Because 12 is equal to 12, you'll have taken damage roughly equal to 1/4 your max HP, and thus must make a Constitution saving throw.)

 

 

*As it is implemented by my DM. The way it is done is as follows: round your max HP up to an even number (if odd), then divide by 4, rounding down. If you take damage greater than or equal to this number, you must success a Constitution saving throw, its DC determined the difference between the damage taken and this number, though exactly how is currently opaque for the players. If you fail, you then roll a D100, and the DM consults a lingering injuries table that lists what the injury is and its mechanical effects based on the number rolled. If, at your table, it works differently enough to not be easily adaptable/translatable, talk with your DM about how to best adapt this. Use your best judgement. The intent is to make this Feat. more useful for avoiding lingering injuries, scaling with level to still be at least marginally useful, but not so much that anything short of a critical hit from an adult dragon or the like will be negated enough to not roll Constitution for lingering injuries.)

Additionally, if your DM greenlights this feat., feel free to change Heavy Armor Master as described in the PHB to work like this feature does, if you need to improve your Strength score more than your Constitution score.

Previous Versions

Name Date Modified Views Adds Version Actions
2/7/2024 11:18:56 PM
7
2
1.0
Coming Soon
2/8/2024 12:24:41 AM
8
1
1.0 A
Coming Soon
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