Upgrade Notes

Upgrading Armor

There are a number of options available to a character to upgrade their armor, from high-cost armor proofing, to useful additions like insulation suitable for cold weather environments. A complete list of these options, as well as cost and any additional requirements, are shown in the Armor Upgrades table on the following page. In addition to the basic rules for upgrading, the following rules apply when upgrading a suit of armor or a shield with a new tag:

  • Any prerequisite conditions must be satisfied to apply a new tag, as shown in the Armor Upgrades table.
  • Typically, it takes an artisan a full day of work (minimum 8 hours) to upgrade a suit of armor or a shield with a new tag.
  • Armor Proofing. The proofing process normally requires a full workweek (5 days) and can only be undertaken by a master artisan. Once added, armor proofing tags can’t be removed from a suit of armor.

Armor Proofing

The primary method of upgrading armor, proofing is the process of testing and improving a suit of armor’s ability to withstand blows of various types below a certain threshold, being certified as proof against swords, arrows, and warhammers. While all types of armor can be proofed against slashing damage, only medium and heavy armors can be proofed against piercing damage, and only heavy armor can be proofed against bludgeoning attacks.

Upgrade Descriptions

Armor Proofing: 1st tier

  • Cost: 1000 gp
  • Prerequisite: Light, medium, or heavy armor

While wearing this armor, if you would take 6 or less nonmagical slashing damage before resistance is applied, you take none of that damage instead.

Armor proofing: 2nd tier

  • Cost: 2000 gp
  • Prerequisite: Medium or heavy armor with the 1st tier armor proofing tag

While wearing this armor, if you would take 7 or less nonmagical slashing or piercing damage before resistance is applied, you take none of that damage instead.

Armor proofing: 3rd tier

  • Cost: 3000 gp
  • Prerequisite: Heavy armor with the 2nd tier armor proofing tag

While wearing this armor, if you would take 8 or less nonmagical slashing, piercing, or bludgeoning damage before resistance is applied, you take none of that damage instead.

Breathable

  • Cost: 100 gp
  • Prerequisite: Light or medium armor. Incompatible with insulated tag.

While wearing this armor, you have advantage on saving throws you make against exhaustion effects due to extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.

Burnished

  • Cost: 10 gp
  • Prerequisite: Heavy armor

This armor has been polished to a mirror finish. While wearing it, you may have advantage on Charisma-based skill checks when interacting with certain humanoids, as determined by the DM. This tag is automatically removed after 24 hours of wear or at the end of a combat.

Climbing harness

  • Cost: 100 gp
  • Prerequisite: Light, medium, or heavy armor

This armor has been modified with a climbing harness around the midriff, comprising leather straps and quickdraws. While wearing it, you make Strength (Athletics) checks to scale vertical surfaces with advantage when using a rope or similar aid.

Decorated

  • Cost: 5 gp
  • Prerequisite: Medium or heavy armor and shields

This armor or shield is adorned with a holy symbol and can be used as a spellcasting focus for cleric and paladin spells

Insulated

  • Cost: 100 gp
  • Prerequisite: Incompatible with breathable tag

This armor counts as cold weather gear in conditions of extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.

Locking joints

  • Cost: 150 gp
  • Prerequisite: Half plate or plate armor

This armor is made with hinged joints that can be locked by a quick motion from the wearer. While wearing it, you make Strength (Athletics) checks to oppose attempts to shove you with advantage.

Muffled

  • Cost: 50 gp
  • Prerequisite: Brigandine armor

This armor no longer confers disadvantage on Dexterity (Stealth) checks.

Quick-release clasps

  • Cost: 200 gp
  • Prerequisite: Light, medium, or heavy armor

You can doff this armor as an action.

Reinforced

  • Cost: 300 gp
  • Prerequisite: Heavy armor

This armor has been reinforced at the joints and other weak points. While wearing it, critical damage you take from nonmagical attacks is reduced by 3.

Runic

  • Cost: 400 gp
  • Prerequisite: Armor proofing tag (any tier) or a shield. Can only be applied by a runesmith.

This armor or shield can be imbued with rune magic.

Spiked

  • Cost: 250 gp
  • Prerequisite: Medium or heavy armor

This armor has been modified with spikes, barbs, or other similar feature, and deals 1d4 piercing damage to creatures attacking with unarmed strikes or natural weapons that aren’t magical.