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Equipment |
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Equipment:
Armour and Protection |
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The table below contains a
list of armour and other protective equipment. Armour comes in different
categories: •
Simple Armours.
If you have training with simple armour, you can use these armours without
penalty. Simple armours are thick clothes with protective layers made from
fabric, leathers, and hide. •
Medium Armours.
If you have training with medium armour, you can use these armours without
penalty. Medium armours consist of simple armours paired with more protective
layers covering the torse. •
Heavy Armours.
If you have training with heavy armour, you can use these armours without
penalty. Heavy armours are protective armours that cover the whole body, made
from metal and similar sturdy materials. •
Helmet. If
you have training with medium armour, you also have training with helmets and
can gain the armour class bonus while wearing a helmet. Helmets that offer
additional protection to armour are full helmets often made from metal that
cover the wearers face. You can only benefit from one helmet at a time. •
Shields. If
you have training with shields, you can use a shield’s special property and
gain the armour class bonus while wielding a shield. A shield is made from
wood or metal and is carried in one hand. You can only benefit from one
shield at a time. The armour table shows the
cost, weight, and other properties of the common types of armour, shields and
helmets used in a fantasy story. |
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Armour Lists |
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Shield and Helmet Special Properties |
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Small Shield A character can don
or doff a small shield as part of changing their weapons. A small shield only
adds its bonus to armour class against melee attacks. Regular Shield A character
wielding a regular shield can use it to offer protection to other creatures.
A character wielding a regular shield can use their reaction when a creature
adjacent to them is being targeted by a melee attack to give the attacking
creature disadvantage on the attack roll. The character must be able to see
the attacking creature. Tower Shield Any friendly
creature that would normally benefit from half cover from the character that
wields the tower shield, instead gains three-quarters cover from a character
that wields a tower shield. In addition, a character that wields a tower
shield can use a reaction, when hit by a ranged attack, to change armour
class bonus for wielding a shield to +5 (instead of the normal +2) against
the triggering attack, potentially turning the hit into a miss. When you unequip a
tower shield or as an action when you have a tower shield in your possession,
you can set it up as an obstacle in an unoccupied space within reach. While
set as an obstacle, the shield grants three-quarters cover to creatures
behind it. Any creature that moves into the shield’s space can knock the
shield over (no action required). Helmet Wearing a helmet
gives the wearer disadvantage on Wisdom (Perception) checks that rely on
sight or hearing. |
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Armour Properties |
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This section
presents rules for armour, shields, and helmets. Armour training Anyone can put on a
suit of armour. Only those trained in the armour’s use know how to wear it
effectively, however classes, perks and feats may give you training with
different types of armour. If you wear armour that you lack training with,
you have disadvantage on any ability check and saving throw that involves
Strength or Dexterity, as well as attack rolls. If you wield a
shield or a helmet you do not have training with, you do not get its armour
bonus and cannot use any of its special properties. Spell
Failure Wearing armour can
interfere with the casting of spells certain spells unless the wearer has
special training in doing so. Spells with somatic components that are cast
with a spell slot cannot be cast while wearing armour unless the wearer has a
feature that explicitly allows them to do so (this ability is often found
under a class’s spellcasting ability called ‘armoured casting’). Armour Class (AC) Armour (as well as
shield and helmets) protects its wearer from attacks. The armour you wear
determines your base Armour Class. Heavy armours give a fixed armour class as
listed in the armour class column. Light and medium armours give a lower
armour class but allows the wearer to benefit from some or all their
Dexterity modifier when calculating their armour class. Damage Reduction In addition to its
armour class, some armours further reduce the force of harmful blows. While
wearing an amour that provides damage reduction, bludgeoning, piercing, and
slashing damage rolls against you are reduced by an amount equal the damage
reduction when you are hit by an attack. Strength Requirement Heavier armour
interferes with the wearer’s ability to move quickly, stealthily, and freely.
If the Armor table shows a numeric value (such as “13”) in the Strength
column for an armour type: •
The armour reduces the wearer’s speed
by 10 feet unless the wearer has a Strength score equal to or higher than the
listed score. •
An armour with a Strength requirement always
increases the DC of Strength (athletics) checks to swim by 5. Athletics If the Armor table
shows "Disadvantage" in the Athletics column, the wearer has
disadvantage on Strength (athletics) checks to climb and swim. Stealth If the Armour table
shows "Disadvantage" in the stealth column, the wearer has
disadvantage on Dexterity (stealth) checks. Donning Armour The time required
to don armour depends on its type: •
Light Armour. It
takes 1 action to put on or take off light armour. •
Medium Armour. It
takes 1 minute to put on or take off medium armour. •
Heavy Armour. It
takes 10 minutes to put on or take off light armour. •
Shield and Helmet. It
takes 1 action to equip and unequip a shield (except a small shield). |
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