Armor

From Legends of Hyrule
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

EquipmentArmor

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

     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.
     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, your Strength score must be at least as high to wear the armor proficiently. If your Strength falls short, you are restricted as if you weren't proficient with the armor, even if you otherwise have proficiency.
     Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. If you aren't wearing armor and don't have a special feature for AC, your Armor Class is 10 + your Dexterity modifier.
     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.
     Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks made to move quietly.

Armor Categories

Armor comes in three broad categories: light, medium, and heavy.
     Light. Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
     Medium. Medium armor offers more protection than light armor, but it also impairs your movement more. If you wear medium armor, you ass your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
     Heavy. Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient, strong warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.

List of Armor

Click any of the armor types below for a more detailed page focusing on that armor type.

Armor Cost Armor Class (AC) Strength Stealth Properties Weight d20
Light Armor
Partial armor 100 rp      11 + Dex modifier 10 lb.      1-3
Armored tunic 450 rp      12 + Dex modifier 13 lb.      4-6
Medium Armor
Hide 50 rp      12 + Dex modifier (max 2) 12 lb.      7-8
Chain shirt 500 rp      13 + Dex modifier (max 2) 20 lb.      9
Scale 500 rp      14 + Dex modifier (max 2) Disadvantage 45 lb.      10
Breastplate 4,000 rp      14 + Dex modifier (max 2) 20 lb.      11-12
Half plate 7,500 rp      15 + Dex modifier (max 2) Disadvantage 40 lb.      13
Heavy Armor
Ring 300 rp      14 40 lb.      14
Chain 750 rp      16 Str 13 Disadvantage 55 lb.      15-16
Splint 2,000 rp      17 Str 15 Disadvantage 60 lb.      17
Plate 15,000 rp      18 Str 15 Disadvantage 65 lb.      18-20
Shield
Wooden 20 rp      +2 Flammable1 3 lb.      1-4
Iron 80 rp      +2 6 lb.      5-16
Deflecting 200 rp      +3 No Melee2 3 lb.      17-18
Heavy 350 rp      +3 Str 15 Disadvantage Heavy Proficiency3 35 lb.      19-20

1. If you take damage from being ignited while wielding a wooden shield, it is irrevocably destroyed. You can prevent this by using your action to end the ignited condition.
2. The AC bonus from a deflecting shield is ignored by melee attacks.
3. To wield a heavy shield proficiently, you must have at least 15 Strength and be proficient with heavy armor.

Donning and Doffing Armor

     Category      Don      Doff
     Light Armor      1 minute      1 minute     
     Medium Armor      5 minutes      1 minute     
     Heavy Armor      10 minutes      5 minutes     
     Shield      1 action      1 action     
The time it takes to put on or remove armor depends on the armor's category. See the adjacent table.
     Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.
     Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.


The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]