Advanced Armors


     In the campaigns that I have both run and played in, I have often felt that armor is one of the least-explored pieces of item and inventory management. Not to say that the baseline armor system in DND is bad or weak in any way, I just felt it could use some sprucing up in a way that provides players with in-universe ways to upgrade their armor to their liking without relying on the DM to provide them with specially-designed loot. While things like Adamantine, Mithral, and Dragonscale armors existing in the baseline game, I thought I would try my hand at enhancing the standard armors sets with different materials that would grant resistances, effects, and other bonuses to the wearer. I have the materials listed out below in a chart that shows each “standard” armor type along with what alternative materials it can be made out of.

     The first thought I had is how to price them. With there being no listed cost of Adamantine armor for example, I wasn’t really sure how to properly upcharge these enhanced armors. After some toying with numbers and percentages and all that, I came up with a different idea. My campaigns never really use Electrum, what if I just made that the currency used by shops that sell higher-tier armor. That then lead me to the thought that all magical items will be bought an sold with Electrum in order to have it make more sense in the world. From a lore perspective, I treat Electrum as the “currency of the mages” and have it be treated as magical in it’s own right.

     Alongside the additions of alternate armor materials, I felt that a purchasable armor “class” for magic-users was also worth looking into. As many veteran DND players can attest to, purely magical classes get a bit hosed when it comes to ways of increasing their AC from a purely mundane perspective. Of course there are spells that can temporarily increase AC (Mage Armor and Shield being the first that come to my mind) and there are magical items that can increase defensiveness, but no single item type that plays into the physical aesthetic of a powerful wizard or sorcerer. Most magical classes are proficient with leather armor but tend not to get much out of the Dexterity scaling.

     So, I developed my own version of “cloth armor” that stylistically looks and functions like mage’s robes to match the spellcaster’s visual fantasy, and mechanically scale off of Intelligence. That said I wanted to ensure that they didn’t absolutely eclipse light armor options, so much like medium armor there is a maximum amount of scaling a character can receive. Additionally, unlike other armor weights, all standard cloth armor types have a base AC of 11, and the more effective armors can gain a higher scaling cap rather than an increase in the base protection of the item. From a story-telling standpoint, I like to think of it as the more advanced cloths allow the wearer to channel more of their innate magical power into the fabric to provide a greater level of protection.

     One more change I made (because I’m borderline incapable of seeing a management system without needing to customize the hell out of it) is including what parts of the body an armor type covers. This was primarily done to aid the player, as some armors will list in their flavor text if they include a helmet, grieves, etc. but as far as I could find there is no place that simply lists out coverage. So, using the “official” art of each armor type I devised a small chart that indicates what areas of the body are protected by an armor type. In addition, this allows players to know what all needs to be worn for the armor to work at maximum effectiveness. For example, leather armor does not include a helmet, therefore they can opt to wear a helmet or not with no negative effect. However, plate armor DOES come with a helmet, so wearing anything but a helm designed to go with heavy armor will result in an AC reduction of 1. This goes for any part of the armor that’s missing; if you aren’t matching the coverage requirement, you lose 1 AC for each part you’re missing.

     To go along with the above, I have indicated that some armor coverage is “replaceable.” If a piece is considered replaceable, then you can swap that piece out for an item of the same armor class and be okay. Meaning, for example, if you are wearing plate armor and want to replace your helmet with a magical item you found you can do so as long as that magical item is also considered heavy armor. If that magical item is NOT heavy armor you can still swap it out and gain most of the benefits of the plate armor, you just lose 1 AC due to having a missing piece. While this does require a bit more management on the players side (and for the DM to classify any magical armor they want to give out as loot), it makes it very clear to the player what they must do to keep their maximum AC while still being able to use the magical items they want. Also, as a side note, adding coverage to armors that do not require them, such as adding a helmet to leather armor, does not increase the AC of the armor. I did not want players to simply be able to Voltron their way to making leather armor with the same base AC as plate. Finally, any part of the coverage listed simply as “yes” is an unreplaceable piece and cannot be swapped out.


Cloth Armors

Heavy Robes

10 Gold

Made to be sturdier than a simple set of robes, these garments have hardened fabrics woven in the chest and shoulder areas. Like many items within the cloth armor class, they seem to work most effectively with those of a sound mind.

Basic Information


Armor Class

11

Stealth

No Change


Stat Required

None

Metallic

No

Weight

8 lbs

Body Coverage


Head

-

Chest

Yes

Legs

-

Feet

-


Forearms

-

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Fur, Silk


Spellforged Robes

200 Gold

Spellforged Robes are crafted with magical threads woven into the cloth material designed to siphon off small portions of their wearer’s latent magical energy. When used by those gifted with strong magical abilities, these robes will allow for greater protection than standard robes could provide.

Basic Information


Armor Class

11 + INT (Max 2)

Stealth

No Change


Stat Required

13 Intelligence

Metallic

No

Weight

4 lbs

Body Coverage


Head

-

Chest

Yes

Legs

-

Feet

-


Forearms

-

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Fur, Silk


Wardwoven Robes

700 Gold

Only crafted by artificers with tremendous talent, these garments are created not just with magical fabrics by with magical sigils etched within those fabrics. Wardwoven robes and gowns are some of the most potent protective garments a mage can buy.  

Basic Information


Armor Class

11 + INT (Max 3)

Stealth

No Change


Stat Required

15 Intelligence

Metallic

No

Weight

4 lbs

Body Coverage


Head

-

Chest

Yes

Legs

-

Feet

-


Forearms

-

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Fur, Silk


Light Armors

Padded Armor

5 Gold

Padded armor consists of quilted layers of cloth and batting. Rather clunky for a set of light armor, it is substantially more difficult to move quietly within this armor. While some fledgling adventurers will begin their journey wearing padded armor, most if not all will graduate to more practical garments very quickly.

Basic Information


Armor Class

11 + DEX

Stealth

Disadvantage


Stat Required

None

Metallic

No

Weight

8 lbs

Body Coverage


Head

-

Chest

Yes

Legs

-

Feet

-


Forearms

Yes

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Fur


Leather Armor

10 Gold

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. While not as effective as their studded counterparts, these are often employed by those with natural magics that have trouble using with metallic equipment.

Basic Information


Armor Class

11 + DEX

Stealth

No Change


Stat Required

None

Metallic

No

Weight

10 lbs

Body Coverage


Head

-

Chest

Yes

Legs

-

Feet

-


Forearms

Yes

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Shadeskin, Wave


Studded Leather

45 Gold

Made from tough but flexible leather, studded leather is reinforced with close-set metallic rivets or spikes. These are often considered the premier armor for those skilled in the dexterous arts and are worn by anyone from thieves to archers.

Basic Information


Armor Class

12 + DEX

Stealth

No Change


Stat Required

None

Metallic

Yes

Weight

13 lbs

Body Coverage


Head

-

Chest

Yes

Legs

-

Feet

-


Forearms

Yes

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Shadeskin, Wave


Medium Armors

Hide Armor

10 Gold

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes and folk who lack access to the tools and materials needed to create better armor. That said, there are some leatherworkers who can craft specialty armors with magical powers out of shadeskins or dragons that fall into this category.

Basic Information


Armor Class

12 + DEX (Max 2)

Stealth

No Change


Stat Required

None

Metallic

No

Weight

12 lbs

Body Coverage


Head

-

Chest

Yes

Legs

Replaceable

Feet

-


Forearms

Yes

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Dragonhide, Fur, Shadeskin


Chain Shirt

50 Gold

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. 

Basic Information


Armor Class

13 + DEX (Max 2)

Stealth

No Change


Stat Required

None

Metallic

Yes

Weight

20 lbs

Body Coverage


Head

-

Chest

Yes

Legs

-

Feet

-


Forearms

Yes

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Adamantine, Ironwood, Fae-Make, Mithral


Scale Mail

50 Gold

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. Talented craftsman can also make this mail out of dragon or sea serpent scales (amongst other things) for an additional cost.

Basic Information


Armor Class

14 + DEX (Max 2)

Stealth

Disadvantage


Stat Required

None

Metallic

Yes

Weight

45 lbs

Body Coverage


Head

-

Chest

Yes

Legs

Replaceable

Feet

-


Forearms

Yes

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Adamantine, Dragonscale, Mithral, Wave


Breastplate

400 Gold

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. This is the standard armor for guards, soldiers, and the average adventurer.

Basic Information


Armor Class

14 + DEX (Max 2)

Stealth

No Change


Stat Required

None

Metallic

Yes

Weight

20 lbs

Body Coverage


Head

-

Chest

Yes

Legs

-

Feet

-


Forearms

Yes

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Adamantine, Fae-Make, Ironwood, Mithral, Wave


Half Plate

750 Gold

Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps. Half plate is typically worn by those who need to be on the front lines of a battle but don’t have the specific training needed to proficiently use heavy armors like chain mail or full plate.

Basic Information


Armor Class

15 + DEX (Max 2)

Stealth

Disadvantage


Stat Required

None

Metallic

Yes

Weight

40 lbs

Body Coverage


Head

-

Chest

Yes

Legs

Yes

Feet

Replaceable


Forearms

Yes

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Adamantine, Celestial Bronze, Elementium, Mithral


Heavy Armors

Ring Mail

30 Gold

This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor.

Basic Information


Armor Class

14

Stealth

Disadvantage


Stat Required

None

Metallic

Yes

Weight

40 lbs

Body Coverage


Head

-

Chest

Yes

Legs

Yes

Feet

-


Forearms

Yes

Shoulders

Yes

Wrists

-

Hands

-

Additional Materials: Adamantine, Mithral


Chain Mail

75 Gold

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Basic Information


Armor Class

16

Stealth

Disadvantage


Stat Required

13 Strength

Metallic

Yes

Weight

55 lbs

Body Coverage


Head

-

Chest

Yes

Legs

Yes

Feet

-


Forearms

Yes

Shoulders

Yes

Wrists

Hands

Replaceable (One Piece)

Additional Materials: Adamantine, Celestial Bronze, Elementium, Mithral


Splint

200 Gold

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Basic Information


Armor Class

17

Stealth

Disadvantage


Stat Required

15 Strength

Metallic

Yes

Weight

60 lbs

Body Coverage


Head

-

Chest

Yes

Legs

Yes

Feet

Replaceable


Forearms

Yes

Shoulders

Yes

Wrists

Hands

Replaceable (One Piece)

Additional Materials: Adamantine, Celestial Bronze, Elementium, Mithral


Plate

1,500 Gold

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Basic Information


Armor Class

18

Stealth

Disadvantage


Stat Required

15 Strength

Metallic

Yes

Weight

65 lbs

Body Coverage


Head

Replacement

Chest

Yes

Legs

Yes

Feet

Replaceable


Forearms

Yes

Shoulders

Yes

Wrists

Hands

Replaceable (One Piece)

Additional Materials: Adamantine, Celestial Bronze, Elementium, Mithral


Shields

Standard

10 Gold

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Basic Information


Armor Class

+2

Stealth

No Change


Stat Required

None

Metallic

Can Be

Weight

6 lbs

Weapon Properties


Damage Die


-

Damage Type

-


Mastery

TBD

Ammo

-

Heavy

-

Finesse

-


Light

-

Loading

-

Range

-

Reach

-


Thrown

-

Special

-

Two-Hand

-

Versatile

-

Special: None


Heavy

50 Gold

Much bulkier than the standard option, the increased breadth of the heavy shield provides increased protection from range and melee threats alike. The increase in size does have it’s downsides however, as they are much clunkier when moving and are often too difficult for smaller adventurers to manage.

Basic Information


Armor Class

+3

Stealth

Disadvantage


Stat Required

13 Strength

Metallic

Can Be

Weight

15 lbs

Weapon Properties


Damage Die


-

Damage Type

-


Mastery

TBD

Ammo

Heavy

-

Finesse

-


Light

-

Loading

-

-

Range

-

Reach

-


Thrown

-

Special

Yes

Two-Hand

-

Versatile

-

Special: This item cannot be enchanted into a flying shield.


Kite

125 Gold

Less crude than the heavy shield, a kite shield provides much the same protection with a bit less awkwardness. While they are still to difficult for smaller creatures to carry, they’re crafted in a way that reduces the amount of noise the heavy shield can often create.

Basic Information


Armor Class

+3

Stealth

No Change


Stat Required

13 Strength

Metallic

Can Be

Weight

10 lbs

Weapon Properties


Damage Die


-

Damage Type

-


Mastery

TBD

Ammo

-

Heavy

-

Finesse

-


Light

-

Loading

-

Range

-

Reach

-


Thrown

-

Special

Yes

Two-Hand

-

Versatile

-

Special: This item cannot be enchanted into a flying shield.


Spiked

70 Gold

Crafted with small spikes on the face similar to caltrops, this shield can be used as a close-range weapon as well as a protective object. While it won’t cause massive damage in most cases, a smart opponent might think twice before engaging in melee combat while you’ve got this in one hand.

Basic Information


Armor Class

+2

Stealth

No Change


Stat Required

None

Metallic

Can Be

Weight

12 lbs

Weapon Properties


Damage Die


1d6

Damage Type

Piercing


Mastery

TBD

Ammo

-

Heavy

-

Finesse

-


Light

-

Loading

-

Range

-

Reach

-


Thrown

-

Special

Yes

Two-Hand

-

Versatile

-

Special: If you are not proficient with both shields and simple weapons, you are not proficient with attacks made with this weapon.


Thrown

85 Gold

Much smaller than even a standard shield, this item is build more for versatility than true defense. Designed to be thrown easily and accurately, this shield is used as an offensive tool just as much as a defensive one. The only drawback is it’s size; while being smaller makes it easier to throw, it also reduces the amount of protection it provides.

Basic Information


Armor Class

+1

Stealth

No Change


Stat Required

None

Metallic

Can Be

Weight

4 lbs

Weapon Properties


Damage Die


1d4

Damage Type

Bludgeoning


Mastery

TBD

Ammo

-

Heavy

-

Finesse

Yes


Light

Yes

Loading

-

Range

20/60

Reach

-


Thrown

Yes

Special

Yes

Two-Hand

-

Versatile

-

Special: This item cannot be used as a melee weapon; in order to do damage, it must be thrown. If you are not proficient with both shields and martial weapons, you are not proficient with attacks made with this weapon.


Accessories

Archery Gloves

75 Gold

Full-fingered gloves that protect the hand that draws the bowstring from its rough edges. They’re designed to reduce stress on the hand and fingertips, which makes handheld bows of all sorts easier to aim. Archery gloves are made from materials like thick leather and often have reinforced fingertips which can be especially helpful for bows with a heavy draw weight.

Basic Information


Armor Type

Light

Stealth

No Change


Stat Required

None

Metallic

No

Weight

1 lb

Body Coverage


Head

-

Chest

-

Legs

-

Feet

-


Forearms

-

Shoulders

-

Wrists

-

Hands

Yes

Additional Effects: If you have not taken your attack action this turn, you may use your bonus action to add half your proficiency bonus (rounded down) to your next ranged weapon attack this turn. This effect only applies to attacks made with handheld bow and crossbow weapons.


Chain Gauntlets

75 Gold

Leather gloves with steel caps on the knuckles, chain mail across the fingers and back of the hand, and a strap at the wrist to help secure them in place. Wearing these increases a character’s grip strength but heavily reduces the dexterity of their fingers. Most sellers have versions available that are tailored to compliment either medium or heavy armor.

Basic Information


Armor Type

Medium or Heavy

Stealth

No Change


Stat Required

None

Metallic

Yes

Weight

5 lb

Body Coverage


Head

-

Chest

-

Legs

-

Feet

-


Forearms

-

Shoulders

-

Wrists

Hands

Yes (One Piece)

Additional Effects: You gain advantage on any non-magical attempt to disarm you. You have advantage on saving throws, acrobatics checks, and athletics checks made while hanging by your hands. You are unable to use hand-held ranged weapons and you have disadvantage on thrown weapon attacks.


Potioneer’s Belt

100 Gold

A leather belt with many clasps, pouches, and pockets perfect for safely carrying potions and poisons for easy access. A creature can carry up to 12 bottles both safely and comfortably. Most tailors are willing to add additional material and reinforcements so the belt is strong enough to hold up all types of armor.

Basic Information


Armor Type

Any

Stealth

No Change


Stat Required

None

Metallic

No

Weight

3 lb

Body Coverage


Head

-

Chest

-

Legs

-

Feet

-


Forearms

-

Shoulders

-

Wrists

-

Hands

-

Additional Effects: As a bonus action, you may give a potion on this belt to another character. If you are willing, a character may use a bonus action to take a potion off your belt themselves. They must be within 5 feet of you to do so.


Rogue’s Sheath

100 Gold

A set of two sheaths made from leather and metal rivets, they can be tailored to fit around a person’s legs.  As long as they are covered by clothing or other garments, these sheaths and any objects hidden within them will go undetected unless a full-body search is performed.

Basic Information


Armor Type

Light

Stealth

No Change


Stat Required

None

Metallic

No

Weight

1 lb

Body Coverage


Head

-

Chest

-

Legs

Yes

Feet

-


Forearms

-

Shoulders

-

Wrists

-

Hands

-

Additional Effects: This item has the hidden property. You may store one weapon with the light property in this sheath and that weapon gains the hidden property while in the sheath. Drawing a weapon from this sheath requires a bonus action.

Additional Materials


Adamantine

One of the more reasonably-priced materials on the market, adamantine (and it’s cousin mithral) are often the first place practiced adventurers will look when trying to upgrade their armor. Known for it durability and stress-resistance, adamantine is often used by frontline warriors to provide themselves with additional survivability in a fight. Many blacksmiths are trained in the creation of adamantine weapons and armor, and as a result most places that sell the material will accept standard currency as well as magical Electrum.

  • Any critical hit dealt to the wearer becomes a normal hit.

  • The wearer gains resistance against effects that would move them against their will by non-magical means.

Celestial Bronze

Forged though a process of mixing steel with minerals obtained from fallen meteorites in the desert regions of the world, celestial bronze is one of the more unique materials found on Trest. It’s natural stiffness lends it to used more as heavy armor than anything else, and its weak magnetism gives wearers a slight edge against ranged assailants. The alloys used to create celestial bronze are so resistant to acids that it is all but impossible to corrode anything made with the material. Due to it’s natural longevity and resistance to rusting, many old families treat the handing down of celestial bronze armor to their children as a rite-of-passage, and this cultural significance along with it’s relative scarcity has driven up the cost of newly-forged pieces.

  • The wearer has resistance to Lightning and Acid damage.

  • This item is unaffected by corrosion or aging, cannot have it’s effectiveness reduced by non-magical means, and is unaffected by the Heat Metal spell.

  • The wearer gains +1 to AC against ranged attacks made with a weapon that fires metallic arrows or crossbow bolts.

Dragonhide & Dragonscale

One of the rarest materials available to most craftspeople, dragonscale and dragonhide have an innate magical power that will benefit almost any adventurer. Stronger and more flexible than iron and steel, these materials have been known to grant the wearer additional protection against dragons and their breath attacks as well as providing a minor but effective way to track dragons of a similar color. It’s rarity alone will often drive up the Electrum price, though some blacksmiths and leatherworkers will offer a discount if the buyer is able to provide viable materials.

  • This item has an additional +1 to AC.

  • The wearer gains resistance to a type of damage based on the color of the dragon the armor was made from.

  • Gain advantage on saving throws against the Frightful Presence effect of dragons and the breath attack weapons of dragons and dragonborn.

  • The wearer may use an action to sense the distance & direction of a dragon within 30 miles of you that shares a color with the dragon this armor was made from. Cannot be used again until the next dawn.

Elementium

Created through a magical process by gifted arcanists, elementium is created by forging a unique metal found atop mountains with heavy storm activity. This metal has properties that allow it to retain certain magical energies within its structure for short periods of time. These energies then react when met with more of themselves, creating a sort of pseudo-magical barrier that can protect the wearer for short periods of time. Arcanists that specialize in the use of this material have tried to determine how this happens and if more than one energy can be “stored” at once, but no breakthroughs have been made. Dealers of elementium are typically only in the market for Electrum, as they often are selling other magical items and constructs as well.

  • The wearer reduces any Fire, Lightning, or Cold damage they take by 4.

  • After the wearer is dealt Fire, Lightning, or Cold damage, this item becomes charged with that element for 10 minutes. The next time the wearer would take damage of a type matching the charge, the wearer may consume that charge as a reaction to become immune to that damage type until the reaction ends. This item can only be charged with one element at a time and can only hold one charge at a time.

Fae-Make

Crafted by skilled artisans and smiths from the Feywilds, this armor is designed to resemble the grace and power of a Fae court warrior. Due to their natural aversion to iron and other “mortal” metals, fae-make armors are created from a special material found only in the Feywilds and places where the Material Plane and the realms of the fae cross into each other. The armor’s non-metallic material is excellent for adventurers skilled in nature magic and the substantially lowered weight makes it easier for weaker folk to wear without hinderance. Additionally, the connection to the feywilds and its magics has imbued the armor with minor glamour-like properties. Fae-make was once a highly sought-after commodity, but the recent influx of fae craftspeople from their home realm has increased the availability of armors and armaments significantly.

  • This item is no longer Metallic.

  • This item loses any Strength requirement.

  • As an action, you may cast the spell Disguise Self without using a spell slot. If you do not have a spell save DC the spell has a duration of 30 minutes instead of 1 hour and any skill checks made to inspect the illusion are made against a DC of 8 + the wearer’s Charisma modifier. Cannot be used again until the next dawn

Fur

Very common in northern regions of the world, fur armor is a relatively cheap and effective option for adventurers travelling through colder climates. Made with pelts and hides of many different kinds of animals and monsters alike, these armors are designed to reduce the effect on the body that can occur when traveling through snowstorms, mountains, and winter-touched locations. Additionally, as a result of the increased weight and padding of the material, fur armor is also fairly effective at reducing the impact of blunt force. These benefits do come with a drawback, as wearing furs in warmer weather causes the body to fatigue much quicker than it normally would.

  • The wearer reduces any Cold damage they take by 4.

  • The wearer reduces any Bludgeoning damage by 4.

  • You have advantage on saving throws to resist the effects of cold weather and disadvantage on saving throws to resist the effects of hot weather.

Ironwood

These crude but effective armors were designed for druids and other nature-magic wielders to provide protection that doesn’t limit their mystical talent. As most nature spells and incantations can be weakened or even blocked by metals, the druids of the Moon Circle began to use the bark of the Ironwood trees found throughout the world to provide protection that wouldn’t inhibit them. While stylistically the armors have come a long way, they still suffer the same drawbacks as they have for centuries. The wooden joints and strips are rather loud when rubbed together, and it’s almost impossible to move without making some sound. Additionally, Ironwood is notoriously porous, and within seconds will absorb any water in comes in contact with an weight the wearer down. The abundance of the trees used to make the armor as well as the niche market at least makes Ironwood armor quite cheep, often being less expensive than their metallic counterparts.

  • This item is no longer metallic.

  • This item gains disadvantage on stealth checks.

  • The wearer has -10 to movement if the armor is wet.

Mithral

Much like adamantine, many adventures will look towards mithral when they find themselves looking for better armors. In contrast to its cousin, mithral is a much more pliable and adaptive metal than the stiff and sturdy adamantine. Adventurers looking to be quicker on their feet will get much more use out of this material, and the minimal bulk of the metal can allow some pieces to be hidden underneath clothes and robes with relative ease. In addition to these more mundane properties, most mithral armors have a minor aversion to magical effects and can allow the wearer to skate by damage they might otherwise be susceptible to. Similarly to adamantine, many blacksmiths have a stock of these armors on hand and are willing to accept regular coinage for their purchase.

  • This item becomes metallic.

  • This item loses any strength requirement and any disadvantage on stealth checks.

  • The wearer gains +1 to saving throws made against spells.

  • Is light and flexible enough that it can be worn under clothing (but not under other armors) and is considered hidden if worn this way. This effect only applies to non-heavy armor.

Shadeskin

Crafted exclusively from the hide of a nocturnal beast in the Jaran Mountains on the continent of Eingel, shadeskin armor is the best friend of thief and assassin alike. A naturally darker color than what is commonly used in leather armors, these hides are most at home at night and in the dark. Shadows seem to almost magically mold themselves around the wearer, making it much harder for foes to be able to pinpoint the wearer’s location. While not as uncommon a sight as fae-make or celestial bronze, the need to hunt down specific creatures to make shadeskin does drive up the price a fair amount. But for the rogue looking to protect themselves, the cost is but a small thing. 

  • The wearer gains +2 to Stealth and an additional +2 to Stealth while in dark or dim light.

  • The wearer has advantage when attempting to hide while in dark or dim light.

Silk

The direct contrast to fur armors, silken garments are most often worn in deserts, steppes, and tropical regions. While the fabric was originally worn in battle as a way to protect soldiers from the devastating effects of well-fired arrows, it was discovered that they also can provide protection from the heat. The thinness of silken robes and armors allow for more effective body temperature regulation and minimizes the effects of high temperatures. In contrast, as temperatures begin to drop silk can become a major liability, as their minimal bulk gives little defense against the cold. In regions where the heat is a common threat silk garments are cheaper and abundant, though many artisans will charge extra for more high-end pieces.

  • The wearer reduces any Fire damage they take by 4.

  • The wearer has resistance to piercing damage.

  • You have advantage on saving throws to resist the effects of hot weather and disadvantage on saving throws to resist the effects of cold weather.

Wave

Developed originally by the ancient sea elf tribes in the Free Seas, wave scale is primarily crafted from the serpents and other sea monsters found within the shallow oceans of the world. Often worn by sailors and pirates, these armors have a preternatural connection to the oceans that provide additional protection while on the seas. Additionally, many wielders have been shown to be much quicker swimmers than their brethren, as if the scale is aiding them move through the water. While hard to obtain outside of the Free Seas or seaports, wave scale is a must for any adventurer looking to travel the blue waters of the world.

  • This item has an additional +1 AC when in or on the ocean.

  • If the wearer does not have a swim speed, they gain a swim speed equal to their movement speed.