Armor Technology / Science in Vallonde | World Anvil

Armor

Armors can be crafted using either Leatherworker's Tools or Smith's Tools. Leatherworkers Tools allow you to craft all Light Armors (Padded, Leather, and Studded Leather), as well as Hide Armor. Smith's Tools allow you to craft all Medium and Heavy Armors, except for Hide Armor. When crafting an armor, you may craft an existing armor in the DMG or another allowed supplemental book. The Crafting Points listed on the Armor Crafting Table are only used when crafting a customized armor. Crafting can only occur when you have access to the resources and tools required for the task, and the DM may require specific conditions to be met when attempting to craft (especially at higher rarities).   When crafting the armor, the base component cost is half the armor types market price. The Additional Component Cost listed for the armors rarity on the Armor Crafting Table is then added to this. For example, crafting an Uncommon rarity Plate Armor costs 1,000 gp. Plate Armor's market price is 1,500 gp, which is 750 gp once halved. The Additional Component Cost for an Uncommon rarity armor is 250 gp, making the final combined component cost 1,000 gp. After meeting the component cost of the armor, you must then spend the appropriate amount of Crafting Time listed for the chosen rarity working on the armor. If you are making a customized armor, your chosen rarity grants you a number of Crafting Points which may be spent on an Armor Material, and one or more Enhancements. A customized armor may have multiple enhancements, but can only choose one material.   You may further customize an armor piece by upgrading it's rarity in order to gain the additional CP granted by that rarity, and spend them. When doing so, the Additional Component Cost and Crafting Time to do so are determined by finding the difference between the rarity of the armor, and the rarity you are upgrading to. For example, upgrading an Uncommon armor to a Rare armor would cost 500 gp in Component Costs, and have a crafting time of 1 Week / 5 Long Rests / 40 hours, granting 3 CP to spend on upgrades.  

Armor Crafting Table

             
RarityAdditional Component CostCrafting TimeCrafting Points (CP)
Common None 2 Long Rest / 16 Hours 0
Uncommon 250 gp 1 Week / 5 Long Rests / 40 Hours 2
Rare 750 gp 2 Weeks / 10 Long Rests / 80 Hours 5
Very Rare 5,000 gp 1 Month / 25 Long Rests / 200 Hours 8
Legendary 20,000 gp 3 Months / 75 Long Rests / 600 Hours 12

Armor Materials


When making a customized armor, you may choose a material for the armor to be made of. If you have an idea for a material not currently available on the list, you may consult with the DM, who will determine the materials CP cost.   Materials for Padded , Leather, Studded Leather, and Hide:
  • Normal Animal Hides (0 CP): The standard armor composite, which has no Crafting Point cost and no additional benefit.
  • Soft Animal Hides (1 CP): Supple and comfortable. Armor made from this composite can be worn for extended periods of time, including while sleeping, with no consequences.
  • Bone (1 CP): Bone is resilient yet brittle. When bone is used to supplement an armors composite, the armor grants an additional +1 bonus to AC. This bonus lasts until the first time the creature wearing the armor is hit by an attack, after which the bonus is lost (as the bones break and shatter). To recover this bonus, bones must be harvested to replenish and repair the armor (roughly equivalent to the amount of bones found in a medium sized creature). A creature with either Leatherworker's Tools, or Medicine proficiency may then spend 1 hour repairing the armor. Bone armor rattles and makes a lot of noise, causing the wearer to suffer Disadvantage on Stealth ability checks made while wearing it.
Materials for Chain Shirt, Scale Mail, Breast Plate, Half Plate, Ring Mail, Chain Mail, Splint, and Plate:
  • Steel (0 CP): The standard armor composite, has no Crafting Point cost, but no additional benefit.
  • Adamantine (2 CP): This metal, once forged, faintly glitters, its colors reflecting tones of bronze and copper. This substance is the strongest metal in the world. A creature wearing this armor suffers no additional bludgeoning, piercing, or slashing damage from critical hits. Any additional damage of other types is not affected.
  • Mithral (2 CP): Radiating faintly, this metal presents as a blue-tinted silver. It is made using a secret Dichotist ritual done when the Crystal Moon is full, in which the radiance of the moon is captured within the purest silver. Armors made from this composite are surprisingly light, having no Strength requirement, and suffering no disadvantage on Stealth ability checks. Enemies that are negatively affected by silver (such as silvered weapons ignoring their magic resistance, vulnerability to silvered weapons, or vulnerability to radiant damage) have difficulty melee attacking you while you wear this armor. When such enemies make a melee attack against you, they must choose whether to suffer disadvantage on the attack roll, or suffer 1d6 radiant damage as part of the attack.
 

Armor Enhancements


When making a customized armor, you may choose any number of enhancements to apply to the armor. Doing so costs Crafting Points, and may require additional skill or tool proficiencies specific to the enhancement. If you have an idea for an enhancement not currently available on the list, or wish to borrow a feature of an existing magic item, you may consult with the DM, who will determine the enhancements CP cost, and any skill or tool proficiencies it may require.  
  • +1 Magic Bonus (2 CP): Requires proficiency with the Arcana skill. Creatures wearing this armor gain a +1 bonus to their AC.
  • +2 Magic Bonus (5 CP): Requires proficiency with the Arcana skill. Creatures wearing this armor gain a +2 bonus to their AC.
  • +3 Magic Bonus (10 CP): Requires proficiency with the Arcana skill. Creatures wearing this armor gain a +3 bonus to their AC.
  • Damage Resistance (1 CP): Requires proficiency with the Arcana skill. A creature wearing this armor gains resistance to one damage type, choosing between acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder.
  • Summoning (1 CP): Requires proficiency with the Arcana skill. This enhancement causes the item to require attunement. An attuned creature may summon or dismiss the armor as a bonus action, donning or doffing it instantly when they do so.
  • Mechanized Don/Doff (1 CP): Requires proficiency with Tinker's Tools. It costs 1 bonus action to don or doff this armor instead of the armors usual don/doff time, as a series of complex mechanisms automate the process.
  • Protractible Weapon (1 CP): Requires proficiency with Tinker's Tools. A one-handed weapon is integrated into the armor. You can freely protract or retract the weapon from the armor, costing no action. This enhancement can be taken multiple times to allow for multiple protractible weapons.
  • Protractible Shield (1 CP): Requires proficiency with Tinker's Tools. A shield is integrated into the armor. You can freely protract or retract the shield, allowing you to benefit from your shield bonus even if you are surprised (so long as you are not incapacitated when you are surprised).
  • Spellbrand (Variable CP): Requires proficiency with the Arcana skill. This enhancement causes the item to require attunement. You brand a spell upon the armor. This must be a spell you know, or a spell from a spellscroll available to you (the spellscroll is expended in the process of branding the armor). The spell attack and spell save DC of the branded spell are equal to your own (or that of the spellscroll used). When charged, an attuned creature wearing the armor may expend the armors charge to cast the branded spell. The armor may be recharged by expending a spell slot equal to (or greater than) the branded spell while touching the armor, or by using an equivalent source of magical power (such as a charged Aethershard). The CP cost of this enhancement is equal to the branded spell's level. You may take this enhancement multiple times, either granting additional charges for a branded spell, or to add new spellbrands.