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This feat is an additive feature, typically used in conjunction with Combat Enhanced (another feat) to add more complexity to 5e armor. These additions, look to give mundane armor more unique features and reasons for choosing any particular type. Note, everything here is purely additive to the core rules and options of 5e.

Listed below are some of the common armor found in 5e as listed in the PHB. The following list will contain the additional features added to each type of armor.

 

 Protections

 


 

Puncture Resistant (I/II/III). When an attack that would deal piercing damage is attempting to hit you increase your AC by 1 [I], 2 [II], or 4 [III].

Slash Resistant (I/II/III). When an attack that would deal slashing damage is attempting to hit you increase your AC by 1 [I], 2 [II], or 4 [III].

Bludgeoning Resistant (I/II/III). When an attack that would deal bludgeoning damage is attempting to hit you increase your AC by 1 [I], 2 [II], or 4 [III].

 

Slashing Protection (I/II/III). When you would take non-magical slashing damage, reduce the damage by 3 [I], 6 [II], or 9 [III]. If the armor is magical then the damage reduction applies to magical damage as well.

Bludgeoning Protection (I/II/III). When you would take non-magical bludgeoning damage, reduce the damage by 3 [I], 6 [II], or 9 [III]. If the armor is magical then the damage reduction applies to magical damage as well.

Puncture Protection (I/II/III). When you would take non-magical piercing damage, reduce the damage by 3 [I], 6 [II], or 9 [III]. If the armor is magical then the damage reduction applies to magical damage as well.

 

New Properties

 


 

Assistance. If another person aids you in donning or doffing this armor reduce the time it takes to do so by 3 minutes. A maximum of three people can assist you at any one time.

Beveled. If you should be the target of a ranged attack that would deal piercing or slashing damage increase your AC by 1.

Cumbersome I. When making any dexterity or strength saving throw or check take a -2 penalty and reduce your movement by 5.  You have disadvantage on dexterity and strength saves while submerged in water. If your strength score equals 11 or higher then this property can be ignored.

Cumbersome II. When making any dexterity or strength saving throw or check take a -2 penalty and reduce your movement by 5. When standing up after being knocked prone, It takes your action and your movement to do so. You have disadvantage on dexterity and strength saves while submerged in water. If your strength score equals 13 or higher then this property can be ignored.

Cumbersome III. When making any dexterity or strength saving throw or check take a -2 penalty and reduce your movement by 5. When standing up after being knocked prone, It takes your action and your movement to do so. You have disadvantage on dexterity and strength saves while submerged in water. If your strength score equals 15 or higher then this property can be ignored.

Cast-off. You may doff this armor in a single action.

Durable. When your armor would have its AC reduced by an effect or attack, double the amount of AC reduction is required to reduce the current AC of the armor. For example, an attack that would reduce the AC of an armor piece by one would need to hit a second time to reduce the AC by 1.

Heavy. You gain advantage in Strength saves or checks that are forcibly trying to move you and can reduce any forced movement by five.

Insulated. You have advantage on Constitution checks or saving throws to resist the effects of extreme cold, but disadvantage against such checks and saving throws for extreme heat

Jarring Toughness. If you should be the target of a light weapon attack or a slashing weapon and the attack should miss by 5 or more, the creature that attacked has disadvantage on their next attack roll or their next contested check to avoid being disarmed.

Padded. If you should be hit by an attack that would deal bludgeoning damage you have advantage on any constitution or strength saving throw caused by the attack.

Uncomfortable. A creature that takes a long rest in this armor takes a level of exhaustion at the end of their rest.

 


 

Repairing Armor

Armor may become damaged in conflict and battle. To repair a suit of armor, certain tools are required, either leatherworkers' or smith's tools. This is determined by what kind of armor you have. Repairing armor requires at least 2 hours per AC recovered and one hundredth the average gold cost of the armor in materials. If you have proficiency in the tools required to repair the armor further quarter the cost of materials and half the time of repairs. Expertise further quarters the cost and reduces the time by half. 

 

Modifying Armor

 Armor may be modified in downtime with the appropriate allocation of gold and time, either adding or reducing certain properties. It is impossible to remove a trait entirely, though the level of a property can be reduced or increased. Protections cannot be added or modified unless the armor started with that protection. Talk to your DM about how much time and gold an addition to your armor may cost and if a forge or any other infrastructure is necessary. Proficiency with leatherworkers' or smith's tools is necessary for modifying. Only non-magical armor can be modified, and any particular armor may only be modified with a maximum of two modifications.

 


 

 

Light Armor

Armor Name Properties Armor Class (AC) Strength Stealth Protections
Padded Insulated, Padded  11 + Dex modifier - Disadvantage Bludgeoning Resistant II, Bludgeoning Protection II
Leather Insulated  11 + Dex modifier - - Bludgeoning Resistant I, Bludgeoning Protection I
Studded leather - 12 + Dex modifier - - Slashing Resistant I, Slashing Protection I, Piercing Resistant I, Piercing Protection I 

 

Medium Armor

Armor Name PROPERTIES Armor Class (AC) Strength Stealth PROTECTIONS
Hide Insulated, Padded   12 + Dex modifier (max 2) - - Bludgeoning Resistant II, Bludgeoning Protection II 
Chain shirt Uncomfortable, Durable, Heavy, Cumbersome II  13 + Dex modifier (max 2) - -  Slashing Resistant II, Slashing Protection II
Scale mail Insulated, Cumbersome I 14 + Dex modifier (max 2) - Disadvantage Slashing Resistant II, Slashing Protection II 
Breastplate Cumbersome I, Beveled 14 + Dex modifier (max 2) - - Slashing Resistant I, Slashing Protection I, Piercing Resistant I, Piercing Protection I 
Half plate Assistance,  Durable, Jarring Toughness, Cumbersome II 15 + Dex modifier (max 2) - Disadvantage Slashing Resistant II, Slashing Protection II, Piercing Resistant II, Piercing Protection II  

 

Heavy Armor

Armor Name PROPERTIES Armor Class (AC) Strength Stealth PROTECTIONS
Ring mail Assistance, Uncomfortable, Heavy, Cumbersome II, Durable  14 - Disadvantage Slashing Resistant II, Slashing Protection II, Piercing Resistant II, Piercing Protection II  
Chain mail Assistance, Uncomfortable, Heavy, Cumbersome III, Durable 16 Str 13 Disadvantage Slashing Resistant III, Slashing Protection III, Piercing Resistant II, Piercing Protection II 
Splint Assistance, Heavy, Cumbersome II, Durable, Insulated  17 Str 15 Disadvantage Slashing Resistant III, Slashing Protection III, Piercing Resistant II, Piercing Protection II   
Plate Assistance, Uncomfortable, Heavy, Cumbersome III, Durable, Jarring Toughness, Beveled   18 Str 15 Disadvantage Slashing Resistant III, Slashing Protection III, Piercing Resistant III, Piercing Protection III  

 

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