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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: •
Light Armours.
If you have training with light armour, you can use these armours without
penalty. light 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 lighter armours paired with more
protective layers often 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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Shields and Helmets 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 (this ability is often found under a class’s
spellcasting ability called ‘armoured casting’). Unless you have special
training in casting spells in armour, you cannot cast a spell with a spell
slot when you are wearing armour if the spell requires somatic components. 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. Maximum Dexterity Some armours limit the
armour class bonus you can get from your Dexterity modifier when calculating
armour class. These armours list the maximum armour bonus you can get from
your Dexterity modifier in a parenthesis (e.g. ‘max 2’). 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 helmet or a shield (except a small
shield). |
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