New Armor
| Armor | Cost | Quality | Armor Class (AC) | Weight | Frame | Masterwork Cost |
|---|---|---|---|---|---|---|
| Leather Duster | 10 gp | Concealed | 11 | Light | Jack | 20 gp |
| Leather Armor | 25 gp | - | 12 | Light | Jack | 50 gp |
| Chain Shirt | 50 gp | Noisy | 13 | Light | Hauberk | 100 gp |
| Hide | 10 gp | Concealed | 13 | Medium | Jack | 20 gp |
| Studded Leather | 40 gp | - | 14 | Medium | Hauberk | 80 gp |
| Chestplate | 125 gp | Noisy | 15 | Medium | Cuirass | 250 gp |
| Splint Mail | 200 gp | Sturdy | 15 | Heavy | Cuirass | 400 gp |
| Scale Mail | 300 gp | Noisy, Sturdy | 16 | Heavy | Cuirass | 600 gp |
| Brigandine | 350 gp | - | 16 | Heavy | Hauberk | 700 gp |
| Full Plate | 500 gp | Noisy, Sturdy | 17 | Heavy | Cuirass | 1000 gp |
Shields
| Shield | Weight | Armor Class (AC) |
|---|---|---|
| Buckler | Light | +1 |
| Shield | Medium | +2 Maximum |
| Tower Shield | Heavy | +4 Maximum |
Frame Descriptions
An armor’s frame describes its core component and, most relevantly, how mobile a user is while wearing it.
Jack: This armor is flexible and easy to move in. Most are made of canvas or leather, often stiffened and reinforced in places. While you wear light armor, you add your Dexterity modifier to your Armor Class.
Hauberk: A hauberk is a shirt of armor that is flexible enough to still dodge blows, but is restricts the wearer’s agility more than a jack. The most common hauberk is made of interlocking links of steel or iron chain. When you wear a hauberk, add the lower of your Dexterity or Strength modifier to your Armor Class, rather than your Dexterity modifier.
Cuirass: The most formidable armor is built around a rigid carapace protecting the wearer’s vital organs. This chestplate is augmented with additional protection over the wearer’s extremities. When you wear a cuirass, you do not add your Dexterity bonus to your Armor Class.
Shields
When wearing a Shield or Tower Shield, add to your Armor class equal to your Strength modifier, but no higher than the maximum.
Quality Descriptions
Some armor comes with a special quality:
Concealed: This armor consists of protective reinforcement sewn into otherwise ordinary looking clothing. Any skill checks made to forcibly remove this armor is made with disadvantage. Additionally, users wearing this armor appear to be unarmored unless a DC15 Wisdom (Perception) check is made.
Noisy: This type of armor reduces your ability to move quietly. Generally, the cause of this noise is metal components of the armor striking against each other. When you wear noisy armor, any ability checks that you make to move silently (this is most often a Dexterity (Stealth) check) are made with disadvantage. Other situations—hiding without moving at all, moving while magically silenced—are up to the DM.
Sturdy: Sturdy armor is armor that makes you hard to push around. When an ability or effect would cause you to roll a saving throw to prevent being knocked prone, or pushed a distance back, that saving throw is made with advantage.
Enchanting Armor
In order to enchant a suit of armor, you must first find a Masterwork suit of armor. Enchanting requires three days of attention from a spellcaster capable of casting 5th level spells. That spellcaster must also use 500 gp worth of gem dust of any type.
After the Enchantment is finished, the armor becomes magical, and you add +1 to its Armor Class. This process can be repeated to make a +2, however, the materials and time must be invested again, as well as a 7th level spell slot, and finally, a +3 armor with a 9th level spell slot. You cannot enchant a suit into a +2 if it is not currently a +1, and so on.