Armors Revised
Armors Revised
| Name | Cost | Armor Class (AC) | Minimum Strength | Properties | Weight |
|---|---|---|---|---|---|
| Light Armor | |||||
| Boiled Leather | 10gp | 11 + Dex Modifier | Str 8 | Reinforcement | 6 lb. |
| Gambeson | 50gp | 12 + Dex Modifier | Str 8 | Reinforcement | 9 lb. |
| Jackchains | 250gp | 13 + Dex Modifier | Str 10 | Cumbersome, Reinforcement | 13 lb. |
| Medium Armor | |||||
| Hide | 20gp | 12 + Dex Modifier (+3 max) | Str 8 | Reinforcement | 12 lb. |
| Breastplate | 200gp | 13 + Dex Modifier (+3 max) | Str 10 | Reinforcement | 15 lb. |
| Haubergeon | 100gp | 14 + Dex Modifier (+2 max) | Str 10 | Cumbersome, Reinforcement | 24 lb. |
| Cuirass | 400gp | 14 + Dex Modifier (+3 max) | Str 10 | Reinforcement | 20 lb. |
| Brigandine | 750gp | 15 + Dex Modifier (+3 max) | Str 10 | Cumbersome, Reinforcement | 22 lb. |
| Lamellar | 950gp | 16 + Dex Modifier (+2 max) | Str 12 | Cumbersome, Reinforcement | 28 lb. |
| Heavy Armor | |||||
| Scale | 50gp | 15 | Str 10 | Cumbersome, Reinforcement | 30 lb. |
| Hauberk | 150gp | 16 | Str 12 | Cumbersome, Reinforcement | 34 lb. |
| Laminar | 450gp | 17 | Str 14 | Cumbersome, Reinforcement | 38 lb. |
| Plate | 1,500gp | 18 | Str 14 | Cumbersome, Reinforcement | 44 lb. |
Proficiency Bonus Scaling
For a better progression of AC over 20-Levels, use the Variant: AC with PB Scaling.
Armor Properties
Cumbersome
While wearing this Armor, you have Disadvantage on Stealth (DEX) Checks. Magical Armors lack this Property.
Reinforcement
While wearing this Armor, you gain Mitigation against Non-Magical Damage from Attacks equal to your Strength Modifier. If the Armor you wear is Magical, this Mitigation works against Magical Damage from Attacks. If the Magic Armor gives a Magic Bonus to AC, the Mitigation gains the same Bonus (such as +1, +2 or +3).
Reinforced Defenses
Any improved AC calculation above Unarmored (such as Unarmored Defense, Mage Armor, Natural Armor, etc) also grant the Reinforcement Property.
Penalties
Non-Proficiency
While wearing this Armor without Proficiency, you have Disadvantage on Strength and Dexterity Ability Checks and Saving Throws, Disadvantage on Attack rolls, you can't provide Somatic Components (such as for Casting Spells), and you gain a -10ft Speed Penalty (to a minimum of 5ft).
Minimum Strength
If you do not equal or surpass the Minimum Strength Score required, you do not count as Proficient with this Armor.
Mitigation and Resistances
In D&D5e (PHB pg.197), it is explained that you first add any Bonus and Modifier to a Damage roll (such as Damage reduction or increase) and after you apply any Resistances and Vulnerabilities.
Shields Revised
Shields Revised
| Name | Cost | Damage | +AC | Grip | Minimum Strength | Properties | Weight |
|---|---|---|---|---|---|---|---|
| Light Shield | |||||||
| Buckler | 8sp | 1d2 Bludgeoning | +1 | Handle | STR 8 | Finesse, Special | 2 lb. |
| Round | 10sp | 0 Bludgeoning | +2 | Handle | STR 10 | — | 4 lb. |
| Medium Shield | |||||||
| Heater | 20sp | 0 Bludgeoning | +2 | Strap | STR 10 | Special | 5 lb. |
| Kite | 30sp | 0 Bludgeoning | +2 | Strap | STR 10 | Special | 7 lb. |
| Pavise | 45sp | 0 Bludgeoning | +2 | Handle | STR 10 | Special | 14 lb. |
| Aspis | 80sp | 0 Bludgeoning | +2 | Strap | STR 12 | Special | 9 lb. |
| Heavy Shield | |||||||
| Scutum | 120sp | 0 Bludgeoning | +2 | Handle | STR 14 | Special | 15 lb. |
| Dueling Shield | 175sp | 1d4 Piercing | +1 | Handle | STR 12 | Special, Versatile (1d8) | 10 lb. |
Shield Proficiency
To be Proficient with a Shield, you must have both Proficiency with Shields, and Proficiency with the appropriate type of Light, Medium or Heavy Armor, as shown on the Shields Revised table. The Rogue is a special case:
1st-Level Rogue. When you take your 1st Class Level in the Rogue Class, you gain Proficiency with the Buckler Shield.
Shield Attack
While wielding a Shield with Proficiency, you can use it as a Simple Melee Weapon to make Melee Weapon Attacks with the Damage dice shown on the Shields Revised table.
If you are Proficient with the Shield you wield, you are also Proficient with it for your Shield Attacks.

Grip
The Grip of your Shield determines the Actions you need to take to equip and wield it.
Handle. You can Don or Doff this Shield as an Interaction, and you can drop it automatically as a Free Action. If someone tries to Disarm you of this Shield, they have Disadvantage on their Disarm roll.
Strap. You can Don or Doff this Shield by replacing one Weapon Attack or as a Bonus Action. You cannot be Disarmed of this Shield when you wield it while conscious.
Penalties and Minimum Strength
Shields count as Armor for the purposes of the Penalties you receive when wielding them without Proficiency, and lacking the Minimum Strength Score gives you no AC Bonus.
Shield Properties
Finesse
Same as the Finesse Property of Weapons.
Special
A Shield with the Special Property has unusual rules governing its use, explained in the Special Shields.
Versatile
Same as the Versatile Property of Weapons.
Two-Handed Dueling Shield
Is is expected that the Dueling Shield gains the Two-Handed Strength of Strength Improvements.
If not, this Shield should give a +2 AC in total.
Special Shields
Shields with special rules are described here.
Buckler. The Buckler its small and light weighted, the Size of a cooking plate. When you wield it, you have Advantage against any Disarm attempts made towards you.
Heater. The Heater its one of the most commonly used Shields. When you wield it, the hand you use to hold it counts as free to provide Somatic Components.

Kite. The Kite has the shape of a drop of water, being favored by the cavalry. When you wield it while mounted on a Mount in which you are Proficient, your Mount also benefits from the AC Bonus of the Kite Shield.

Pavise. The Pavise is a tall and oblong Shield, providing portable Cover. When wielding it, as an Action you can deploy the Pavise within one of the borders of your space, Doffing it off. In this state, it stands on its own as a wall, granting Half Cover to Creatures its Size standing within its Space and behind the border wall, or Three Quarters Cover if Prone (it has 15 AC, 20 HP, and if reduced to 0 HP its destroyed). A Creature within 5ft can remove the Pavise from its deploy state by replacing one Weapon Attack or as a Bonus Action.

One Shield at a Time
As per the PHB page 144, you can benefit from only one Shield at a time. So even if you wield one Scutum in each hand, or a Scutum and a Pavise, their AC Bonuses and benefits/rules do not stack, you choose which one to keep.
Aspis. The Aspis is big and round, allowing you to reposition it for Cover. When wielding it, as a Reaction when you see yourself or a Creature within 5ft of you being taken as the Target of an Attack or Effect, you can give yourself or the Creature within 5ft of you Half Cover against the Attack or Effect, except against Effects that move around corners.

Scutum. The Scutum, sometimes called a Tower Shield, is big and heavy, allowing you to Cover almost your whole body. When wielding it, you count as Three-Quarters Cover for Creatures of your Size; instead of just Half Cover. In addition, as a Reaction when you see yourself being the Target of an Effect, you gain Three-Quarters Cover against the Effect, except if it can move around corners.
While wielding the Scutum, you cannot make Attacks with Weapons that lack the Light Property, unless you have the Shield Master Feat (PHB page 170).

Dueling Shield. The Dueling Shield is a big rectangular Shield with large triangular hooks and blades built into the rim. This Shield counts as a Martial Melee Weapon.
Mitigation & Weakness
A secondary type of reduction or increase to Damage types, and a replacement to the "Damage Reduction (DR)" to be more fair to Creatures that make many attacks instead of a few ones (such as Monk & Two-Weapon Fighting).
Mitigation
New Mechanic
Mitigation reduces the total amount of certain Damage types a Target takes since the start of a Turn until the end of that same Turn (to a minimum of 0 Damage, and on such cases treating the Attack/Effect as a Miss).
This reduction applies to the total Damage taken in a Turn, even if its from multiple Attacks, Effects or Damage types (you can never reduce more Damage per Turn than your highest Mitigation number in total).
Multiple sources of Mitigation confer it against different Damage types, but the Mitigation number does not stack with other sources of Mitigation; you keep the highest one of each Damage type.
Weakness
New Mechanic
Weakness increases the total amount of certain Damage types a Target takes since the start of a Turn until the end of that same Turn.
This increase applies to the total Damage taken in a Turn, even if its from multiple Attacks, Effects or Damage types (you can never increase more Damage per Turn than your highest Weakness number in total).
Multiple sources of Weakness confer it against different Damage types, but the Weakness number does not stack with other sources of Weakness; you keep the highest one of each Damage type.
Exchange AC and Mitigation
New Option for Monsters & GM
The GM can increase/reduce the AC of a Creature in +/-1 in exchange for reducing/increasing its Mitigation in -/+2 or vice versa. The GM can do this multiple times, but a Creature's AC cannot be lowered below 10 + its Dexterity Modifier, nor its Mitigation be reduced below 0.
This is an option that allows the GM to make/modify Monsters to have a mechanical difference between fast and dodging foes that avoid an Attack with high AC (such as a Deva), from slow and sturdy enemies that tank an Attack with high Mitigation (such as Dragons).
Only Monsters. This option is only for NPCs/Monsters, it is not meant for Player Characters as they are already balanced with the AC and Mitigation they have.
| AC | Mitigation |
|---|---|
| +/-1 | -/+2 |
Minimum Mitigation: 0
A Negative Modifier does NOT give Weakness.
New Feats
Greater Reinforcement
Half Feat
Replaces the Heavy Armor Master Feat
You excel at deflecting and taking strikes that would kill others. You gain the following benefits:
-
Increase your Strength or Constitution Score by 1, to a maximum of 20.
-
The Mitigation you gain from the Reinforcement Property is now equal to your Strength Modifier + your Constitution Modifier.
-
When a Creature Hits you with an Attack and you have Mitigation from the Reinforcement Property against it, as an Opportunity Attack you can attempt a Disarm Special Attack against your Attacker. If the Mitigation of the Reinforcement Property reduced the Damage to 0, you gain Advantage on the roll to Disarm (DMG page 271).
New Equipment
Masterwork Armor/Shield
A Masterwork Armor or Shield Costs x3 times its base Cost. Its tailor fit for one specific Creature, while that Creature wears or wields it, the Minimum Strength it requires is reduced by -2, and Armors lack the Cumbersome Property.
New Magic Items
Gemstone of Reinforcement
Wondrous Item, Rare
While wearing this gemstone in clothes or Armor, the Mitigation of the Reinforcement Property works against Magical Damage, and from any source (such as Falls or Saving Throws).
Banned Feats
The following Feats must be removed from the available choices of Player Characters, as most of their benefits are now part of the base mechanic of Armors Revised.
- Heavy Armor Master
- Medium Armor Master
Art Credits
- Page 1: "Gambeson and Jackchains" - Norman Miller
- Page 2: "Book of Sword & Shield" - Dimicator
- Page 3: "Heater Shield" - Max Kaspersson
- Page 3: "Kite Shield" - Daniel Ranger
- Page 3: "Model of a medieval crossbowman", "St. Martin and the Beggar" - Bartolomeo Vivarini
- Page 3: "Hoplita griego" - Mariusz Kozik
- Page 3: "Triarius" - Nicholas Subkov
- Page 3: "Paulus Hector Mair Fechtbücher" - Jörg Breu the Younger