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# Magical Armor > ##### Adamantine Armor *Armor* > *Wondrous Armor (medium or heavy, but not hide), Rare, variable weight.* >### > This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit, and all damage you take is reduced by 2. > ##### Animated Shield *Armor* > *Wondrous Armor (Shield), Very Rare, 6 lbs, (requires attunement).* >### > While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are Incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. > ##### Armor +1, +2, +3 *Armor* > *Wondrous Armor (light, medium, or heavy), Rare (+1), Very Rare (+2), or Legendary (+3), variable weight.* >### > You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. > ##### Armor of Gleaming *Armor* > *Wondrous Armor (any medium or heavy), Common, variable weight.* >### > This armor never gets dirty. > ##### Armor of Invunlerability *Armor* > *Wondrous Armor (plate), Legenadary, 65 lbs, (requires attunement).* >### > You have resistance to nonmagical damage while you wear this armor. >___ > **Invulnerability.** As an action, you can choose to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. >___ > Once this special action is used, it can't be used again until the next dawn. > ##### Armor of Resistance *Armor* > *Wondrous Armor (light, medium, or heavy), Rare, variable weight, (requires attunement).* >### > You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. > >
> >| d10 | Damage Type | >|:---:|:-----------| >| 1 | Acid | >| 2 | Cold | >| 3 | Fire | >| 4 | Force | >| 5 | Lightning | > > | d10 | Damage Type | > |:---:|:-----------| > | 6 | Necrotic | > | 7 | Poison | > | 8 | Psychic | > | 9 | Radiant | > | 10 | Thunder | >
> ##### Armor of Vunlerability *Armor* > *Wondrous Armor (plate), Rare, 65 lbs, (requires attunement).* >### > While wearing this armor, you have resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The DM chooses the type or determines it randomly. > #### Curse > This armor is cursed. Attuning to the armor curses you until you are targeted by the *Remove Curse* spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). \pagebreakNum > ##### Arrow-Catching Shield *Armor* > *Wondrous Armor (shield), Rare, 6 lbs, (requires attunement).* >### > You gain a +2 bonus to AC against ranged attacks while you wield this shield in addition to the shield's normal bonus to AC. >___ > **Interpose.** Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. > ##### Demon Armor *Armor* > *Wondrous Armor (plate), Very Rare, 65 lbs, (requires attunement).* >### > While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magical weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. > #### Curse > Once you don this cursed armor, you can't doff it unless you are targeted by the *Remove Curse* spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. > ##### Dragonmouth Shield *Armor* > *Wondrous Armor (shield), Uncommon* > ### > This shield has an intricate design of a dragon's mouth on its frontside. As an action, you can cause the mouth to expel fire, as if by the *Burning Hands* spell (save DC 16). >___ > The shield can't be used this way again until the next dawn. > ##### Dragon Scale Mail *Armor* > *Wondrous Armor (scale mail), Very Rare, 40 lbs (requires attunement).* >### > Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. >___ > While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales, as shown on the following table. >___ > **Dragon Sense.** As an action, you can focus your senses to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn. > | Dragon | Resistance | >|--------|------------| >| Black | Acid | >| Blue | Lightning | >| Brass | Fire | >| Bronze | Lightning | >| Copper | Acid | >| Gold | Fire | >| Green | Poison | >| Red | Fire | >| Silver | Cold | >| White | Cold | > ##### Dwarven Plate *Armor* > *Wondrous Armor (plate), Uncommon, 65 lbs.* >### > This item counts as +2 armor. >___ >Additionally, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. \pagebreakNum > ##### Efreeti Chain *Armor* > *Wondrous Armor (chain mail), Legendary, 55 lbs.* >### > While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. > ##### Elven Chain *Armor* > *Wondrous Armor (chain shirt), Rare, 20 lbs.* >### > You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. > ##### Glamored Studded Leather *Armor* > *Wondrous Armor (studded leather), Rare, 13 lbs.* >### > This studded leather armor counts as +1 armor >___ > **Illusory Appearance.** As a bonus action, you ca speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. > ##### Mithral Armor *Armor* > *Wondrous Armor (medium or heavy, but not hide), Uncommon, variable weight.* >### >Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. > ##### Plate Armor of Etheralness *Armor* > *Wonderous Armor (plate), Legendary, 65 lbs, (requires attunement).* > ### >While you're wearing this armor, you can speak its command word as an action to gain the effect of the *Etherealness* spell, which last for 10 minutes, or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. > ##### Sentinel Shield *Armor* > *Wondrous Armor (any shield), Uncommon, variable weight.* >### > While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. > ##### Shadow Scalemail *Armor* > *Wonderous Armor (scale mail), Rare, 45 lbs, (requires attunement).* > ### > You have advantage on Stealth checks from wearing this armor. Additionally, while wearing this armor you have resistance to Necrotic damage. > ##### Shield, +1, +2, or +3 *Armor* > *Wondrous Armor (any shield), Uncommon (+1), Rare (+2), or Very Rare (+3), variable weight.* >### > While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC. > ##### Shield of the Fathomless *Armor* > *Wonderous Armor (any shield), Rare (requires attunement)* > ### > While wielding this item, you have a swim speed equal to your walking speed, and you can breath underwater. >___ > ***To the Depths.*** Once per day, you can cast Banishment (4th level, save DC 15) as an action, requiring no spell slot or material components. If the target fails its save, it takes 4d10 Bludgeoning damage as it is sent to the deepest depths of the ocean for the duration of the spell. > ##### Shield of Missile Attraction *Armor* > *Wondrous Armor (any shield), Rare, variable weight, (requires attunement).* >### > While holding this shield, you have resistance to damage from ranged weapon attacks. > #### Curse > This shield is cursed. Attuning to it curses you until you are targeted by the *Remove Curse* spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. \pagebreakNum > ##### Spellgaurd Shield *Armor* > *Wonderous Armor (any shield), Very Rare (requires attunement)* > ### > While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. > ##### Titan of Vitality *Armor* > *Wonderous Armor (plate armor), Rare, 65 lbs, (requires attunement).* >### > While wearing this armor, you regain an additional 1d8 hit points when you regain hit points, and when you heal another creature with a spell of 1st level or higher, that creature regains an additional 1d8 hit points.