
Heat, Hammer, Sew & Polish!
This page is to make awareness about the maintenance of the object you carry, a good take care in your shield can save you from the imminent dead.
New Durability table - Armors
Following the DMG, p246 objects can have AC & HP with this is why we going to work around that premise, All weapons and armors going to have a AC durability based on the type of material used for crafting it.
| Substance | AC Durability |
|---|---|
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood, bone | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
Casting mending within an hour of the damage to armor reduces total damage taken by half by sealing holes in the armor (round down to a minimum 1). Additional casts of mending have no effect due the spelling being unable to repair stress and wear on the armor.
If the durability drops to half AC will take a -2 penalty and if drop to 0, the armor stops providing an AC adjustment but maintains dexterity restrictions while worn and weight. Shields simple break and fall off unable to be used in order to gain +2 to AC. It maybe possible to repair the armor with have the cost in materials if you are proficient and have access to the appropriate tools however a failing a DC test may mean its cheaper to just replace them or they are destroyed beyond reasonable repair.
Methods of damaging a object
Now to get the HP down need to pass unless the damage roll is 1 point up to the armor class.
Attacks that miss below natural armor + applied dexterity modifier have no effect. (Example: Wearing medium armor with a 16 dex, armor is not damaged if opponent rolls less than 14, 10 + max dex bonus 3).
Attacks that miss because of armor value over 10, causes 1 damage to the armor or 2 point of damage from a failed save against area of effect force or acid damage half on successful one. (Example: Wearing Studded leather base 12 with 20 dex or AC17, the armor takes 1 damage if the opponent roles a 16 or 17 to hit. If carrying a shield raising AC to 19 then 16-17 damages the shield and 18-19 damages the armor).
On other hand, the Unarmored Defense racial or class feature will take half damage if hit the AC and normal damage if pass the 1 point mark.
The mage armor spell work in the same way described above, but the cloth of the wearer will have the same effects like any armor AC type
Heat, Hammer, Sew & Polish!
Weapons Durability
With the same table of adove weapons will have durability, but they will not have to take damage, otherwise they will wear out with constant use. The will use the HP table DMG, p247. For every
| Size | Swings |
|---|---|
| Tiny (Daggers) | 2 |
| Small (Shortswords) | 3 |
| Medium (Longswords) | 4 |
| Large (Greatswords) | 5 |
For every swing times of the table will have a -1 to AC durability, if the durability drops to one third AC will take a -2 penalty for damage roll further more two-thirds will have a -2 penalty more and if drop to 0 will be unusable.
Mending will have the same effect like wise the armors.
Downtime Activity: Repair & Crafting
Following the XGE, p78 and p128 A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.
- Repair. With access to your tools and an open flame hot enough to make metal pliable (heat metal will work, firebolt/ball don't) you can restore reduces total damage taken by half to a damaged metal object for each hour of work.
- Crafting. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks (10 days) it takes to create an item, divide its gold piece cost by 50.
- Magic Items. Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.
Magic Items
Magic Items crafted will duplicated his AC and Swing Tables.



