The Nexus is a dangerous place, especially when you travel away from civilization. For this reason, armor is recommended for soldiers, guards, hunters, and adventurers. As usual, prices are given in
silvers. Armor locations are abstracted, so you may have something like a Chain Shirt that offers less protection than full Chain Mail in exchange for being lighter and easier to move around in.
That said, armor tends to require fitting in order to provide its benefits and be easy to move around in. Many types of armor have disadvantages if it doesn't properly fit. There are generally these cases:
- Armor Fits properly.
- Armor is of the same size-type but not fitted. In this case, the armor can be worn but will have disadvantages.
- Armor is of a different size type (Gnome vs Human). In this case, the armor cannot be worn at all - it doesn't fit.
Armor in the same size-class can be refitted by an armorsmith - the cost is usually about
10% of the average base cost in addition to whatever the armorsmith wishes to charge as profit. Armor of a different size class can be resized - with a maximum difference of 1 size class, but because of the extended amount of work required, this will usually take longer and cost about
20%.
Wearing badly fitted armor incurs the follows disadvantages, in addition to potentially looking rediculous:
- -2 AC (incomplete coverage or more easily accessible weak spots).
- Disadvantage for DEX Saves / DEX attribute or skill checks as appropriate (harder to move).
- -5 Speed (harder to move).
- Disadvantage on Stealth checks when moving if Medium or Heavy Armor.
Refitting Armor
Characters will proficiency in
Leatherworker's tools can refit light armors or Hide Armor at the same cost in materials as listed above (which they will need to acquire). This task will require 3 hours of work for the same size class and 8 hours of work for resizing to a different size class. The leatherworker will need to carefully measure the wearer, of course. Characters with
Smith's tools can refit medium or heavy armors with the same rules as above.
When refitting armor, the craftsman must make a
DC 13 skill check (DEX for Leatherworking, STR for Smithing). A success of 5 or more (18+) allows the craftsman to get the job done in half the time. A failure of 5 or more ruins the armor (8-). Otherwise, failure simply means that the armor takes longer to finish than expected. In this case, add 50% to the material cost for each failure in addition to the extra time. The craftsman can take 1 hour to break apart armor into materials to be used in future refittings or repairs. When doing this, they get 10% of the armor cost in materials. Obviously the type of materials matches the type of armor. If working in a
fully stocked smithy or
leatherworkers workshop, the skill check is considerably easier -
DC 10. Ruining the work requires a roll of 5- and finishing faster only required a roll of 15+. This means that, in practice, working in a fully stocked workshop is safer and the work tends to get done faster, as you would expect. Finally working with multiple proficient craftsmen doesn't automatically decrease the time required but you do get Advantage on the roll - making it more likely to finish early.
Building New Armor
A skilled artisan can also use these rules to create new armor - which consumes
20% of the base cost in materials and will take
1 week (8 hour days) for Light or Medium Armor and
2 weeks for heavy armor. This requires more knowledge of armorsmithing, which should be part of the character's background. This requires a
DC 15 skill check - but complete failure only occurs by missing the roll by 7 or more (so still 8-). Working in a
fully stocked smithy or
leatherworkers workshop reduces the skill check to
DC 12. This makes it easier, safer, and potentially faster - though will obviously cost money to rent out the place and equipment. When building armor, you need
at least one or two helpers for menial tasks. These helpers do not need to be skilled laborers and having them does not grant Advantage (unlike adding another proficient craftsman). So they can be hired relatively cheaply. If you do not wish to use extra help either double the time to build the armor or roll with Disadvantage (or no Advantage if getting help from a skilled artisan since the Advantage and Disadvantage cancel out).
Any armor built in this way is, by default, basic and plain. Well crafted or ornate armors can take months or even years to craft, so adventurers are unlikely to be able to create these higher-quality works - until they retire at least. As a result, people wearing these suites of armor will appear to be lower to medium class - similar to a soldier or guard. They will look like people who favor practicality over ornamentation or finery.
Example
Fitting Leather armor will normally take 3 hours and consume 5 silvers in materials. If the craftsman fails twice and succeeds on the third try, but never failing by 5 or more, then it actually took 9 hours of work (3 + 3 + 3) and 10 silvers in materials (5 + 2,5 + 2,5). Conversely, if the craftsman succeeded on the first try by 5 or more, then it would take 1.5 hours and cost 5 silvers.
Build Tables
Refit Armor |
DC |
Tool Proficiency |
Attribute |
Critical Failure/Success |
Time Required |
Light Armor in the Field |
13 |
Leatherworking Tools |
DEX |
8- / 18+ |
3 hours same size class, 8 hours for +/- 1 size class |
Light Armor in Workshop |
10 |
Leatherworking Tools |
DEX |
5- / 15+ |
3 hours same size class, 8 hours for +/- 1 size class |
Medium/Heavy Field |
13 |
Smith's Tools |
STR |
8- / 18+ |
3 hours same size class, 8 hours for +/- 1 size class |
Medium/Heavy Workshop |
10 |
Smith's Tools |
STR |
5- / 15+ |
3 hours same size class, 8 hours for +/- 1 size class |
Build Armor |
DC |
Tool Proficiency |
Attribute |
Critical Failure/Success |
Time Required |
Light (Field) |
15 |
Leatherworking Tools |
DEX |
8- / 20+ |
1 week (8 hour days) |
Light (Workshop) |
12 |
Leatherworking Tools |
DEX |
5- / 17+ |
1 week (8 hour days) |
Medium (Field) |
15 |
Smith's Tools |
STR |
8- / 20+ |
1 week (8 hour days) |
Medium (Workshop) |
12 |
Smith's Tools |
STR |
5- / 17+ |
1 week (8 hour days) |
Heavy (Field) |
15 |
Smith's Tools |
STR |
8- / 20+ |
2 weeks (8 hour days) |
Heavy (Workshop) |
12 |
Smith's Tools |
STR |
5- / 17+ |
2 weeks (8 hour days) |
Basic Armor List
Armor |
Cost |
Armor Class (AC) |
Required Strength |
Stealth |
Weight (pounds) |
Light Armor |
|
|
|
|
|
Padded |
50 |
11 + DEX Mod |
|
Disadvantage |
8 |
Leather |
100 |
11 + DEX Mod |
|
|
10 |
Studded Leather |
450 |
12 + DEX Mod |
|
|
13 |
Medium Armor |
|
|
|
|
|
Hide |
100 |
12 + DEX Mod (max 2) |
|
|
12 |
Chain Shirt |
500 |
13 + DEX Mod (max 2) |
|
|
20 |
Scale Mail |
500 |
14 + DEX Mod (max 2) |
|
Disadvantage |
45 |
Breastplate |
4000 |
14 + DEX Mod (max 2) |
|
|
20 |
Half Plate |
7500 |
15 + DEX Mod (max 2) |
|
Disadvantage |
40 |
Heavy Armor |
|
|
|
|
|
Ring Mail |
300 |
14 |
|
Disadvantage |
40 |
Chain Mail |
750 |
16 |
13 |
Disadvantage |
55 |
Splint |
2000 |
17 |
15 |
Disadvantage |
60 |
Plate |
15000 |
18 |
15 |
Disadvantage |
65 |
Shield |
|
|
|
|
|
Small Shield |
25-50 |
+1 |
|
|
3 |
Shield |
100-500 |
+2 |
|
|
6 |
Shields vary greatly based on the material and size. Small shields (buckler) give a +1 to AC and medium and large shields give a +2. The material determines how likely a shield is to get beaten up over time. Hide and wooden shields tend to fall apart quicker compared to metal shields. The price range represents the range of material and craftsmanship.