Armor Upgrades

by TheTranMan

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Upgrading Armors

Upgrading mundane armor follows a very simple series of advancements or add-ons. Any pre-requisite conditions must be satisfied to apply that upgrade.

Typically, it takes an artisan a full day of work (minimum 8 hours) to upgrade a suit of armor or a shield with a new tag.

Armor Proofing

Pre-Requisite: Medium or Heavy Armor

Cost (GP) Proof Tier DR
1000 1st-Tier 3
2000 2nd-Tier 6
3000 3rd-Tier 9

While wearing this armor, you gain Damage Reduction equal to the Proof Tier's DR, which reduces damage from Bludgeoning, Piercing, and Slashing damage that you take from nonmagical attacks.

If you are wearing Magical Armor, then the Damage Reduction applies to magical attacks.

If you are using the Heavy Armor Master Feat, the Damage Reduction it grants is added to the Proof Tier's DR.


Armor Reduction. The Proof Tier's DR is considered AR (Armor Reduction), for the purposes of some specific traits or abilities. If the Armor Reduction's score is ever lowered or removed, it costs a quarter of the Proof Tier's cost to repair and restore the Armor Reduction.

Wikipedia

The proofing of armour is testing armour for its defensive ability, most commponly the historical testing of plate armor and mail (armour). In the early middle ages, armour would be classified by the blows it could withstand, being certified as proof against swords, axes, and arrows. As firearms emerged as battlefield weapons, armour would be tested against them, as well, from which came the modern term "bulletproof".

Armor Add-Ons

The following add-ons are features that can be applied to any armors.

Breathable

Pre-Requisite: Light or Medium Armor (Incompatible with the Insulated tag)


  • Cost: 50 gp

While wearing this armor, you have advantage on saving throws that you make against exhaustion effects due to extreme heat, as described in chapter 5 of the Dungeon Master's Guide.

Climbing Harnesses

Pre-Requisite: Any Armor


  • Cost: 50 gp

This armor has been modified with a climbing harness around the midriff, comprising leather straps and quick-draws. While wearing it, you make Strength (Athletics) checks to scale vertical surfaces with advantage when using a rope or similar aid.

Decorated

Pre-Requisite: Medium or Heavy Armor, Shields


  • Cost: 5gp - ???gp

This armor or shield is adorned with any form of decoration considerable. Specifically, a spellcasting focus, such as an Arcane Focus or Holy Symbol can be adorned onto it, allowing the wearer to use either as their spellcasting focus.

Insulated

Pre-Requisite: Any Armor


  • Cost: 50 gp

This armor counts as cold weather gear in conditions of extreme cold, as described in chapter 5 of the Dungeon Master's Guide.

Muffled

Pre-Requisite: Half-Plate


  • Cost: 50 gp

This half-plate armor no longer confers disadvantage on Dexterity (Stealth) checks.

Quick-Release Clasps

Pre-Requisite: Any Armor


  • Cost: 100 gp

You can doff this armor as an action.

Runic Mold

Pre-Requisite: A Shield or Light, Medium, or Heavy Armor


  • Cost: 100gp

This armor or shield can have one Runestone installed. This add-on can be purchased multiple times, to increase the number of Runestones the armor or shield can have installed, though the cost doubles exponentially each time it is purchased, ex. purchased twice for 2 runestones is +200gp, purchased thrice for 3 runestones is +400gp.

Spiked

Pre-Requisite: Medium or Heavy Armor


  • Cost: 250 gp

This armor has been modified with spikes, barbs, or other similar features, and deals 1d4 Piercing damage to creatures that hit you with delicate melee attacks such unarmed strikes or natural weapons.

In addition, at the start of each of your turns, you deal 1d4 Piercing damage to a creature you are currently grappling or being grappled by.

Shield Upgrades

The following upgrades are only applicable to shields.

The Following Upgrades assume you are using the Drict's Upgraded Feats: Shield Master; and the Armors Re-Written Rules.

Buckler Strap

Pre-Requisite: Buckler


  • Cost: 5 gp

This Shield with a strap allows its user to wield Weapons with the Versatile property to use it, as if the user wasn't wielding the shield with one hand, but has it free to use the Versatile.

Edged Shield

Pre-Requisite: Shield Master Feat


  • Cost: 10 gp

Whenever you make attacks with the Shield, it instead deals 1d8 Bludgeoning or Slashing damage (your choice on-hit).

 

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