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Armor upgrades

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Title Required craftsman Armor type Effect
Blessed Cleric that can cast 6th level spells Any Resistance to necrotic damage
Mirrored Blacksmith (min. rank 3) Any Resistance to radiant damage
Padded Blacksmith Any Critical hits do not affect you if they are bludgeoning damage
Runic Wizard that can enchant armor Any Resistance to one of fire/cold/lightning/thunder
Climbing claws Blacksmith (min. rank 3) Any Advantage on climbing checks
Camouflaged Blacksmith (min. rank 3) Any Advantage on stealth checks depending on the cover
Modular Blacksmith (min. rank 5) Any Can remove armor with action
Slippery Blacksmith (min. rank 3) Any Give disadvantage on being grappled
Sticky Blacksmith (min. rank 3) Any Advantage to grapple
Spiked Blacksmith (min. rank 2) Any Attackers that hit you with a melee attack take 1d4 damage
Hidden crossbow Blacksmith (min. rank 4) Light Armor has hidden light crossbow
Hidden blades Blacksmith (min. rank 3) Light Armor has two hidden daggers
Grappling hook Blacksmith (min. rank 3) Light Grappling hook with 30 ft range
Form fitted Blacksmith (min. rank 2) Light +3 to Acrobatics check
Tailored Blacksmith (min. rank 4) Light Armor is disguised to look as a normal set of clothes
Copper plated Blacksmith (min. rank 2) Medium/Heavy Resistance to acid damage
Magnetic Blacksmith (min. rank 5) Medium/Heavy On any melee attack against you with a metal weapon, an attack roll of 1 will cause the metal weapon to stick to the armor. You can use an action on your turn to attempt to disarm the opponent with a competing Athletics check. Otherwise, the attacker can use an action to attempt a DC 12 Athletics Check to remove the weapon.

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