Armor (Hyrule Supplement)

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Campaign Setting: Hyrule
World of Hyrule
Divisions of the known universe
Central Province
The Forsaken
The Depths
Islands of the Great Sea
Islands of the Sky
Gods of Hyrule, their worship, and how they influence the world
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Rare: lanayru desert robots, cobbles, kikwis, maiamai, minish, mogma, weapon spirits.
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: shaman, shifter, slayer, trickster, mercenary, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe
Backgrounds & Languages
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
Dungeon Master's Guide
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Ruins, dungeons, and temples are littered with various hazards
Marks of Prestige
Epic Boons
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Quests, dungeons, and storylines ready for exploration
Tables for random generation of dungeons, encounters, treasure, etc.

The Kingdom of Hyrule and the greater world beyond it is made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in Hyrule and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

Armor Qualities[edit]

The hylian shield is a renowned
and enduring form of iron shield.
See also: Getting Into and Out of Armor

Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Shield. When you wield a shield in one arm, it increases your AC by a specified amount. You can benefit from only one shield at a time.

Strength Requirements. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table lists entries such as “Str 13” or “Str 15” in the Strength column for an armor type, the wearer is restricted as if they were not proficient with the armor. Armor Enhancements may increase an armor's Strength requirement further.

Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks made to move quietly. If it shows “Advantage”, the wearer has advantage on Dexterity (Stealth) checks.


A tunic is commonly worn over a chain shirt or a breastplate.
The cost of such decorative garments can be included in any armor's cost.

The Armor table shows the cost, weight, and other properties of the common types of armor worn in Hyrule. The costs and weights of weapons listed on this page should be used if they differ from the pages of individual weapons.

Armor Cost Armor Class (AC) Strength Stealth Weight Properties
Light Armor
Padded 50 r 11 + Dex modifier Disadvantage 8 lb.
Leather 100 r 11 + Dex modifier 10 lb.
Studded Leather 450 r 12 + Dex modifier 13 lb.
Medium Armor
Hide 50 r 12 + Dex modifier (max 2) 12 lb.
Chain Shirt 500 r 13 + Dex modifier (max 2) 20 lb.
Scale Mail 500 r 14 + Dex modifier (max 2) Disadvantage 45 lb.
Breastplate 4,000 r 14 + Dex modifier (max 2) 20 lb.
Half Plate 7,500 r 15 + Dex modifier (max 2) Disadvantage 40 lb.
Heavy Armor
Ring Mail 300 r 14 Disadvantage 40 lb.
Chain Mail 750 r 16 Str 13 Disadvantage 55 lb.
Splint 2,000 r 17 Str 15 Disadvantage 60 lb.
Plate 15,000 r 18 Str 15 Disadvantage 65 lb.
Wooden Shield 20 r +2 3 lb. Flammable1
Lizal Gauntlet 40 r +1 Str 15 12 lb. Special
Iron Shield 80 r +2 6 lb.
Deflecting Shield 200 r +3 3 lb. Ranged Only2
Heavy Shield 350 r +3 Str 15 Disadvantage 35 lb. Special
  1. A wooden shield is vulnerable to fire damage. When you take fire damage while wielding this shield, the shield is destroyed at the end of your next turn unless you use your action to extinguish the flames.
  2. The AC bonus from a deflecting shield is ignored by melee attacks.

Variant Rule: Armor Enhancements[edit]

A folded set of zora scale mail

Armor Enhancement is a variant rule. Consult your DM before seeking armor with enhancements.

A set of armor (but not a shield) can be made with any of the following enhancements, each of which increases its cost.

Most armor enhancements increase the Strength requirement of the armor. If an armor does not have a Strength requirement normally, its requirement after being enhanced becomes 10 + the increase of the enhancement.

Magic armor or armor that has already been crafted cannot be given any enhancements, subject to DM discretion.

Enhancement Summary Cost Strength
Radiant Armor Glows in darkness +500 r
Spiked Armor Covered in weaponized spikes that deal 1d4 piercing on contact +500 r Str +1
Anticorroding Armor Immune to rust and corrosive damage +500 r Str +3
Alacritous Armor Can be donned or doffed as an action +2,000 r Str +5
Zora Armor Wearer gains a swim speed equal to base walking speed +3,500 r Str +2
Quiet Armor Doesn't impose disadvantage on Stealth checks +5,000 r Str +4
Climbing Gear Wearer gains a climb speed equal to base walking speed +15,000 r Str +4
Snowquill Armor Grants the wearer cold resistance, but fire vulnerability +30,000 r Str +4
Flamebreaker Armor Grants the wearer fire resistance, but cold vulnerability +45,000 r Str +4
Rubber Armor Grants the wearer lightning resistance +75,000 r Str +3
Magic Armor Grants the wearer an additional +1 AC +90,000 r Str +5

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