Armor (Hyrule Supplement)
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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. Source |
- 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.
Armor[edit]
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. Source |
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. | — | |
Shield | |||||||
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 |
- 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.
- The AC bonus from a deflecting shield is ignored by melee attacks.
Variant Rule: Armor Enhancements[edit]
A folded set of zora scale mail Source |
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.
Players can add craft enhanced armor by using the rules for Downtime: Crafting Mundane Items. When doing so, add the cost of the enhancement to the item's total cost in rupees.
Attempting to add an enhancement to a magic item or set of armor after its creation is notoriously difficult. In such cases, the cost of the enhancement is doubled, and due to the complexity and nuisance of crafting magic items, it is sometimes impossible for enhancements to be added to them (subject to DM discretion).
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.
Enhancement | Summary | Cost | Strength |
---|---|---|---|
Radiant Armor | This armor sheds dim light in a 10 foot radius. | +500 r | — |
Spiked Armor | When a creature hits an Unarmed Strike, or successfully grapples a target that is wearing this armor, they take 1d4 piercing damage. | +500 r | Str +1 |
Anti-corroding Armor | This armor is immune to rust and corrosion, such as that caused by a Rust Monster | +500 r | Str +2 |
Quiet Joints | This armor doesn't impose disadvantage on Stealth checks | +1,000 r | Str +1 |
Alacritous Armor | This armor can be donned or doffed as an action | +2,000 r | Str +3 |
Zora Armor | The wearer of this armor gains a swim speed equal to their walking speed | +4,500 r | Str +2 |
Climbing Gear | The wearer of this armor gains a climb speed equal to their walking speed | +8,000 r | Str +2 |
Snowquill Armor | This armor grants its wearer resistance to cold damage | +20,000r | Str +3 |
Flamebreaker Armor | This armor grants its wearer resistance to fire damage | +30,000r | Str +3 |
Rubber Armor | This armor grants its wearer resistance to lightning damage | +35,000r | Str +3 |
Enhanced Capacity | This armor increases the maximum Dexterity modifier its wearer can add to its AC by 1. (Medium armor becomes max 3, Heavy Armor becomes max 1). |
+50,000r | Str +3 |
Magic Armor | This armor grants its wearer an additional +1 bonus to their AC | +75,000r | Str +4 |
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