Prerequisite: Intelligence 13 or higher. Proficiency with armour.
You have mastered the art of using your armour to its fullest potential, blocking attacks that would hit others.
The armour you are wearing has a "toughness" equal to the base AC for that armour (ie. 13 for a Chain Shirt). As a reaction against one attack you may add a bonus to your AC equal to your Intelligence modifier. You can only do this once per attack, after learning if you would be hit, possibly changing the result. Each time you use this ability, reduce the Toughness score of your armour by 1. If the toughness score of your armour reaches 0, your armour falls apart and ceases to function.
You can spend time during a short or long rest fixing your armour. Roll 1d4 and increase the Toughness of the armour by that amount. Your armour toughness can never be increased above its starting toughness. You can use Downtime to fix your armour back to its starting Toughness by spending 24 hours working on it over the course of as many days as you like, at the end of which you must spend gold equal to half the cost of that type of armour.
EDIT: updated with recommendations from Matthias and Astromancer.
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing) You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
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Armour Specialist
Prerequisite: Intelligence 13 or higher. Proficiency with armour.
You have mastered the art of using your armour to its fullest potential, blocking attacks that would hit others.
The armour you are wearing has a "toughness" equal to the base AC for that armour (ie. 13 for a Chain Shirt). As a reaction against one attack you may add a bonus to your AC equal to your Intelligence modifier. You can only do this once per attack, after learning if you would be hit, possibly changing the result. Each time you use this ability, reduce the Toughness score of your armour by 1. If the toughness score of your armour reaches 0, your armour falls apart and ceases to function.
You can spend time during a short or long rest fixing your armour. Roll 1d4 and increase the Toughness of the armour by that amount. Your armour toughness can never be increased above its starting toughness. You can use Downtime to fix your armour back to its starting Toughness by spending 24 hours working on it over the course of as many days as you like, at the end of which you must spend gold equal to half the cost of that type of armour.
EDIT: updated with recommendations from Matthias and Astromancer.
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing)
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
Make it Intelligence 13+, to keep it in line with the official feats that have stat prerequisites. You might also want to give it a Dex requirement.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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It’s also important to have an armor proficiency requirement as well.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett