Armor Mods

Mundane Modifications

These mods can be applied to any armor with the proper requirements and sufficient modpoints. They must be applied by an Armorer, Weaponsmith, Leathersmith, or Tinkerer of sufficient skill.

(Exceptional creations may require specialized tools or materials to create, and are designated with an “†” dagger.)

Custom Style

  • COST: 20 gp
  • REQ: Any Armor, Leathersmith (Light Armor and Hide) or Armorer (Medium or Heavy Armor)
  • MODPOINTS: 0
  • SPECIAL: Permanent modification

This cosmetic modification is determined by the wearer, and makes only aesthetic changes to the armor, engraved or imprinted into the armor. While also enhancing the look of the armor, aesthetics often can be used to proclaim the wearer’s allegiance, or incorporate trophies won.


Lightweight

  • COST: 100 gp
  • REQ: Any Armor, Leathersmith (Light Armor and Hide) or Armorer (Medium or Heavy Armor)
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

By utilizing superior materials and customizing fit, this armor’s weight is half of normal.


Hardened

  • COST: 850 gp
  • REQ: Any Armor, Leathersmith (Light Armor and Hide) or Armorer (Medium or Heavy Armor)
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

By incorporating rare materials, and special crafting techniques, this armor has been modified to increase its defensive capability, granting +1 AC.


Stealth†

  • COST: 950 gp
  • REQ: Light or Medium Armor, Leathersmith (Light Armor and Hide) or Armorer (Medium)
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

Using sound-dampening leatherwork and precise adjustment, this armor has been designed to move silently. This modification grants advantage to stealth checks (Leather, Studded Leather, Hide, Chain Shirt, and Breastplate), or removes disadvantage to stealth checks (Padded, Scale Mail, or Half Plate).


Bladed

  • COST: 300 gp
  • REQ: Medium or Heavy Armor, Armorer or Weaponsmith
  • MODPOINTS: 2

Gauntlet, shoulder, and fitted pieces of the armor are replaced with bladed variants, granting an additional 1D4 slashing damage on all successful unarmed attacks, and advantage on all intimidation checks while wearing the armor.


Silver Bladed

  • COST: 450 gp
  • REQ: Medium or Heavy Armor, Armorer or Weaponsmith
  • MODPOINTS: 2

Gauntlet, shoulder, and fitted pieces of the armor are replaced with silver-bladed variants, granting an additional 1D4 slashing damage on all successful unarmed attacks, and advantage on all intimidation checks while wearing the armor.

In addition, any creature vulnerable to silvered weapons must make a DC15 Dexterity save upon a successful melee attack against the user, or take 1D10 slashing damage from the silvered blades.

Bracer†

  • COST: 1000 gp
  • REQ: Scale Mail, Breastplate, Half Plate, and all Heavy Armors, Armorer
  • MODPOINTS: 1

By replacing the gauntlet with a wide-plated variant, this armor gains a permanent bracer which can deflect and block attacks, granting the armor +1 AC.


Locked Gauntlet

  • COST: 50 gp
  • REQ: Scale Mail, Breastplate, Half Plate, and all Heavy Armors, Armorer or Tinkerer
  • MODPOINTS: 1

This armored gauntlet uses chains and braces to “lock” into position (as an action), securing a weapon or shield in-hand. When “locked,” the gauntlet causes any attempt to disarm the wielder to be done at disadvantage.

While “locked,” the hand cannot be used to cast spells or for any other purpose that requires a free hand, until the gauntlet is unlocked (as an action).


Integrated Crossbow†

  • COST: 1000 gp
  • REQ: Scale Mail, Breastplate, Half Plate, and all Heavy Armors, Tinkerer
  • MODPOINTS: 2

One gauntlet is replaced with a special gauntlet which houses a primed crossbow within it. This crossbow has three bolts primed and ready to be fired, granting the wearer the following weapon:

Integrated Crossbow, Ranged Martial Weapon, 1d6 piercing. Can fire three times before requiring a reload. Reload requires a short rest and corresponding bolts.

Integrated Crossbow can utilize special ammunition types, and can fire the bolts in any order determined by the wearer.


Spiked Sabatons†

  • COST: 375 gp
  • REQ: Scale Mail, Breastplate, Half Plate, and all Heavy Armors, Armorer or Tinkerer
  • MODPOINTS: 1

These sabatons have been affixed with spikes that brace into the ground, allowing the wielder to plant themselves firmly into the earth (as a bonus action).

While planted, the wielder cannot be pushed or tripped, and has advantage on all strength checks. However, while planted, the wielder’s speed is reduced to 0, and they have disadvantage on dexterity saves until the spikes are retracted (as a bonus action).

A kick with the sabatons is considered an improvised weapon causing 1d6 piercing damage.


Magical Modifications (Melee)

These mods can be applied to any armor with the proper requirements and sufficient modpoints. They must be applied by an alchemist or runesmith of sufficient skill.

Durability†

  • COST: 2000 gp
  • REQ: Any Armor, Alchemist
  • MODPOINTS: None

This weapon is chemically coated to prevent destruction and decay due to rust, acid, or other, similar means. Any attempt to break this armor requires a Strength Check DC 18 made with disadvantage.


Glamoured†

  • COST: 3000 gp
  • REQ: Any Armor, Runesmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

This armor is enchanted with a glamour rune, which allows it to appear to be nothing but common clothing. The armor maintains its weight, as well as other properties. A Perception (Wisdom) Check is required to discern the armor’s true nature, as follows:

Light – DC 20; Medium – DC 16; Heavy – DC 12.


NOTE: All runes require the work of a capable runesmith, and specific tools and materials.†


Acid Rune

  • COST: *1000 gp
  • REQ: Any Armor, Runesmith
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

This rune, when applied properly onto a set of armor, will provide resistance to all acid damage.

*These runes are deemed highly illegal, and as such, are often marked up by black market dealers and smiths.


Cold Rune

  • COST: 1100 gp
  • REQ: Any Armor, Runesmith
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

This rune, when applied properly onto a set of armor, will provide resistance to all cold damage.

Cold runes are a commonly used rune, especially in Barbarian manufacturing. On a critical miss, an attack against armor fitted with this rune will slow the attacker, reducing its speed by half until the end of its next turn.


Fire Rune

  • COST: 1200 gp
  • REQ: Any Armor, Runesmith
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

This rune, when applied properly onto a set of armor, will provide resistance to all fire damage.

Fire runes are one of the more common runes applied to weapons in Auveron. On a critical miss, an attack against armor fitted with this rune will ignite an enemy, causing 1d6 burning per turn until enemy takes an Action to put the flame out.


Force Rune

  • COST: 1000 gp
  • REQ: Any Armor, Runesmith
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

This rune, when applied properly onto a set of armor, will provide resistance to all force damage.

Force runes are one of the more common runes applied to weapons in Auveron. On a critical miss, an attack against armor fitted with this rune will force the attacker back 10ft. If the enemy enters a space with a solid object (wall, stone), the enemy will take an additional 1d8 force damage and come to a stop. If the object is brittle enough, the enemy may be forced through the object, instead.


Lightning Rune

  • COST: 1200 gp
  • REQ: Any Armor, Runesmith
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

This rune, when applied properly onto a set of armor, will provide resistance to all lightning damage.

Lightning runes are one of the more common runes applied to weapons in Auveron. Armor with this rune applied deal 1d4 to an enemy in response to any attack utilizing a metal weapon, unless that weapon has been fitted with a Lightning Rune.


Necrotic Rune

  • COST: *1000 gp
  • REQ: Any Armor, Runesmith
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

This rune, when applied properly onto a set of armor, will provide resistance to all necrotic damage.

*These runes are deemed highly illegal, and as such, are often marked up by black market dealers and smiths.


Poison Rune

  • COST: *1200 gp
  • REQ: Any Armor, *Runesmith
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

This rune, when applied properly onto a set of armor, will provide resistance to all poison damage.

This armor will grant advantage to any check made against the poisoned condition, except in the case of ingestion of poison.

*These runes are deemed highly illegal, and as such, are often marked up by black market dealers and smiths.


Radiant Rune

  • COST: *1000 gp
  • REQ: Any Armor, *Runesmith
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

This rune, when applied properly onto a set of armor, will provide resistance to all radiant damage.

*These runes created specifically for paladins and clerics of the Orders of the Gods, and can be obtained by members of the Orders for less. Contraband Radiant Runes are often marked up by black market dealers and smiths.

This modification, while simple, is highly unusual, and most often only utilized to fight against Paladins and Clerics, so is usually noted as somewhat hostile to the Order.


Stunning Rune

  • COST: 800 gp
  • REQ: Any Armor, Runesmith
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

This rune, when applied properly onto a set of armor, will provide immunity to all attempts to stun with Stunning Runes. On a critical miss, an attack upon the wearer from a weapon without a Stunning Rune will cause the attacker to be paralyzed until the end of its next turn.


Thunder Rune

  • COST: *1000 gp
  • REQ: Any Armor, *Runesmith
  • MODPOINTS: 2
  • SPECIAL: Permanent modification

This rune, when applied properly onto a set of armor, will provide resistance to all thunder damage.

All unarmed strikes while wearing thunder armor create a loud, audible boom which can be heard 100 ft. away.

*While not illegal to own, the echoing “boom” of a Thunder Rune is often discouraged in urban settings, and because of accompanying guard hassle, Runesmiths are often less-willing to apply the rune to weapons except in special circumstances.

Armor Mods

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