DND Armor Enchantments (Homebrew)

DND Armor Enhancements

Generally, magic armor shields the wearer into a larger extent compared to non-magical armor. Magic armor bonuses are enhancement bonuses, not climb above +5, and pile with frequent armor bonuses (as well as magic and shield defense enhancement bonuses). All magic armor can also be masterwork armor, reducing armor check penalties.

Besides an enhancement bonus, the armor might have particular abilities. Special skills usually count as extra bonuses for determining a product’s market value, but don’t improve AC. A suit of armor may not have a successful bonus (enhancement and special ability bonus equivalents) higher than +10. A suit of armor with a special ability must have at least a +1 enhancement bonus.

A suit of armor or defense might be made from an unusual substance. Roll d%: 01-95 suggests the merchandise is of a typical type, and 96-100 suggests it is made from a particular substance. Armor is always made so that if armor includes boots or gauntlets, these bits can be changed for other magical boots or gauntlets.

DND 5e Armor Enchantments

DND 5e Armor Enhancement

1. Aquias

Price: 250 gold

Applicable Armor Types:

Any hefty armor

Armor enchanted with this spell acts ordinary until you are in or close to water. Once underwater, it increases magical scales that lay on top of the metallic and fins and ethereal webbing sprout along with it.

Whilst wearing heavy armor, using the Aquias attribute whilst up to the neck from the toes in the water, it’s treated as light armor and supplies a +3 on handheld tests. What’s more, your movement rate is increased by 15′, and you can jump to 5′ straight upward from the water.

If you’re within 30′ of a body of water at least a 5x5x2 squares, then the armor increases 5′ of motion rate, a +1 to athletic tests, along with the armor counts as medium armor.

2. Blessed

Price: 275 Gold

Applicable Armor Types:

Frequent clothes

Robes

If you get healing effects from spells while wearing Blessed clothing, you acquire another 1d10 temporary hit points every 10 points treated. You don’t gain any for under 10 hit points healed. These temporary hit points don’t pile after one example of recovery.

When the wearer of Blessed clothes casts a healing spell, they could add another 1d6 health revived by the spell per spell level.

These impact could each only be used twice daily.

3. Cozy 

Price:  200 gold

Applicable Armor Types:

Any hefty armor

Armor enchanted for this may seem as common clothing when you infuse them at the time of the enchantment.

For the price of a complete turn, the clothing or armor could be flipped into another state.

4. Deceitful

Price:  999 gold

Applicable Armor Types:

Robes

Any mild armor

Throughout some words and a little magic, you can convince others that you’re inconsequential so that they battle you last in combat. 

Whenever an attack targets you, you may use your response to try to convince the attacking monster to reprioritize other aggressive objectives over yourself: a Charisma (Persuasion) test contested by the target’s Wisdom (Insight) test. Once successful, you’ll be deprioritized, and the attacking monster won’t try to strike you independently until all other aggressive targets are dead. This effect only lasts 1 minute, or until you aim the monster with an attack or charm; moreover, just 1 monster can be persuaded by this enchantment an hour.

In addition, you gain a +1 Item Bonus for your Charisma Skills.

Also Read:

5. Encase

Price:  450 gold

Applicable Armor Types:

Any hefty armor

Once every day, you may use a bonus activity to get your armor change into a shell that encases you, so you drop, and it creates a half-dome over you. It stays in this place before the end of the turn in two rounds.

In this particular effect, you get a +2 to AC, but psychic, thunder, and lightning damage ignore this incentive AC. It costs an additional incentive activity to reverse the shell before. The base of the casing is available to the floor you’re more likely on.

6. Stretching 

Price: 500 gold

Applicable Armor Types:

Any protect 

Whilst wielding a shield for this enchantment, 2x daily, a wall of force could be stretched out to guard an adjacent ally for a reaction. This has to be triggered before damage from the attack on the adjoining ally is wrapped.

The wall of drive provides +3 to AC against physical attacks and +4 to magic.

7. Freedom

Price: 999 gold

Applicable Armor Types:

Robes

If you proceed a minimum of 30 feet in a straight line, you can spend 1 charge of those robes and jump to five times your ordinary High Stack height, and 3 times your Long Jump space. Once airborne, you’re under the effects of feather fall till the end of the turn. Any attack rolls you make from monsters with a fly speed gain a +1, and +1d4 damage. Gradually hitting a monster with a fly speed while airborne out of this armor fosters you another 10 feet to the air following the assault. This motion doesn’t provoke an attack of opportunity from the monster you merely ruined. These robes have two charges and both charges reset after a long rest. In the event you get grappled, you can try a Position High Jump with a fee of the armor to attempt and escape the grapple or deliver your grappler with you as a bonus action. Your grappler must be determined by a Power saving throw of DC 12 + Proficiency bonus. On neglect, you break loose and jump to five times the elevation of your Standing High Jump and escape the grapple in the summit. On a success, your capto stays their grip on you. In case your captor is Large or bigger, they’ve Advantage in their own save.

8. Learning

Price:  550 gold

Applicable Armor Types: 

Any Armor

When an elemental damage hits a person wearing this armor, this armor learns that element and provides DR 3 to that type of damage for one hour. This begins at the end of the wearers turn. 

9. Lucky

Price:  999 gold

Applicable Armor Types:

Lighting armor

Moderate armor

Robes

Frequent clothes

Armor for this enchantment is imbued with all the blessings of Tymora.

When you’re the target of a ranged attack, the armor has an opportunity to reflect the incoming assault magically. As a response, roll 1d6 and attempt to guess the outcome. Should you roll the amount you figured, you divert the incoming assault in the attacker in -1 their first roster. If the attack needed one to make a rescue throw, then they receive a -1 to their rescue throw of this mirrored attack. If you’re off by one amount, you get +1 AC into the assault or a +1 for your saving throw roster. If you’re off by two or even more, nothing occurs and the attack strikes you as ordinary. This will work on impacts that target the area. This armor has 3 charges of the capability and resets after a long break.

10. Lunar

Price:  999 gold

Applicable Armor Types:

Any Armor

Armor for this enchantment blends with the moonlight.

Twice a day, you can call on this armor to exploit a stage of the moon for two hours. As a bonus action, you can roll a d4, including one of the following advantages to the armor:

  • New Moon: One period as a standard action, you may get invisible like casting Invisibility. The armor is completely translucent at any time, so when a monster is over 5 feet off, they can’t perceive that you’re wearing armor.
  • Crescent: Whenever you’re the target of a melee attack, you can make an opportunity attack against the attacker. While this stage is busy, the armor provides a faint blue glow.
  • Quarter: Twice as a response, you get 5+1d6 temporary hitpoints. Furthermore, attacks with this weapon also manage with an additional 1 luminous damage. While this stage is busy, the armor provides a faint yellowish glow.
  • Full Moon: The reach point maximum is raised by 10 + your Constitution modifier. Your character also benefits this many hit points at this moment. Furthermore, any damage taken is reduced by 1. Although this stage is busy, the armor gives a brilliant white light as powerful as a flashlight.

11. Molten

Price:  680 gold

Applicable Armor Types:

Moderate armor

This metallic armor is constantly flowing as though it’s directing the center of a volcano inside its center. The warmth from it hurts any animal sharing the same area as the wielder to get 1d6 fire damage at the beginning of their turn.

If the armour’s wearer causes any fire or frost damage, decrease the quantity by 1d4 per die of damage exerted from the harmful attack.

Once a day as a standard action, this armor could divert a line of fire from front to reach a monster within 10′. If this point of passion strikes multiple animals, the nearest creature must succeed on a Dexterity saving Twist of DC 16 or take 3d6 fire damage. And all other creatures must succeed on a Dexterity saving Twist of DC 14 or take half as much fire damage.

This chemical functions as a flashlight for light’s aims and having the ability to burn off items that aren’t carried or worn.

12. Petrified

Price:  999 gold

Applicable Armor Types:

Lighting armor

Frequent clothes

Robes

Within a minute, this armor hastens dirt and grit to harden and fortify itself.

Two times a day for a bonus activity, you may add a layer of rock to the outer coating of your armor and elevate your AC by two. Though the armor is in this nation, you’ve got more restricted Movement and are thicker so that you’ve got 5′ less motion rate along with a -1 into Dexterity Saving Throws and Skill Checks. This rock coating only lasts for 30 minutes, and it loses the power to sustain itself.

When a monster damages you with a melee weapon strike while the armor is petrified, as a response, you may select to expel the rock outwards towards the attacking monster around 5′. The targeted creature must succeed on a Dexterity saving Twist of DC 14+Proficiency Bonus or require 3d8 bludgeoning damage. On a rescue, they take half damage.

13. Punishing

Price:  375 gold

Applicable Armor Types:

Lighting armor

Medium armor

Armor enchanted with this particular becomes sharpened at the corners together with mithril spikes.

After a melee strike in 5′ misses its intended goal, Spikes out of the armor leech out to stab the attacker. It is possible to use your response to make an attack roll with half of your AC added into an attack modifier. On a hit, it deals 1d4+1 piercing harm to get light armor and 1d8+1 for medium armor. Creatures hit with those spikes have a drawback on attack rolls till they spend a complete action eliminating the spikes out of themselves.

This may be used once a 2 personality lvls every day.

14. Reinforcing

Price:  575 gold

Applicable Armor Types:

Moderate armor

Armor for this enchantment becomes behaving like sentient.

It moves bits or itself about when particular attacks want to penetrate unprotected locations.

Provides a +2 to AC against bludgeoning, Piercing, or Slashing strikes, and this must be selected in the time of this armors production. 

15. Repulse

Price:  400 gold

Applicable Armor Types:

Shields

Whilst wielding a shield for this enchantment, it is possible to try to send back a part of a ranged spell assault throw against you.

When you’re the target of a ranged spell assault, and it will not break your AC, then you may use your response to roster up a DC 12+Spell level Constitution Assess to attempt to send half of the damage you would have received back into the caster.

The assault roll they made from you is what’s used to ascertain whether it violates their AC or not.

This result doesn’t operate for AOE magic strikes.

16. Resisting

Price:  450 gold

Applicable Armor Types:

Frequent clothes

Robes

The weaving of clothing with this enchantment twist to a magic degree and be smooth beyond view.

When struck by an impact which functions as splash harm, you may make a Dexterity save with a DC of 9+ the attacker’s spellcasting ability modifier to brace your garments and lower the harm you would typically get to half.

Which you still make any regular conserves the impact could have you make to ascertain damage calculation.

17. Sapping

Price:  400 gold

Applicable Armor Types:

Frequent clothes

Robes

When a monster ruins you within 5′ of you, then you may opt to roster up a DC 14 Wisdom test, and on a victory, you exchange AC scores with this particular monster till the end of your next turn.

The assault that triggered this impact still hurts you as ordinary.

This result could only happen once a short break.

18. Sealing

Price:  550 gold

Applicable armor type(s):

Heavy armor

If you’re wearing a Sealing armor, then you can control it using a reaction along with a control word to shut up entirely in a cocoon-shaped perfectly into the wearer.

When this occurs, all joints and cracks fuse and lock to supply a seal to the exterior, encasing the wearer. The cocoon could be moved around but must be assessed against a Power check with DC of those wearers complete weight/10.

Though the armor is sealed, the wearer is incapable of taking any action or proceeding at all, can’t perceive away from the armor with no magic, but could openly talk inside the armor.

While closed, attack rolls against the wearer have edge and also the wearer also mechanically fails any advantage or Dexterity saving throws.

As long as the armor is sealed, the wearer has a +5 to AC and contains DR 1d12 against damage. If the attack struck an area for harm, the wearer gets immunity to this damage instead.

It’s a normal activity to unseal the armor.

19. Shadow

Price: 999 gold

Applicable Armor Types:

Lighting armor

This armor shimmers and wavers like watching the warmth radiate off desert sand. It offers a +3 bonus to Stealth evaluations along with a +1 to AC through the night. 

Ranged attacks have a 5% chance to miss you completely while it’s night. This doesn’t work against strikes that struck an area.

After per long break as you’re in full darkness, then you can teleport around 15 feet to some other space of total darkness.

Also Read:

20. Silver Skin Care 

Price:  500 gold

Applicable Armor Types:

Moderate armor

While worn, armor for this enchantment releases a nice mystical silver powder on the wearer, making them glow marginally.

When a monster who strikes this wearer over 5 ft is feeble to silvered weapons, they take 1d6 luminous damage on a miss against the wearer, and 2d6 should strike the wearer.

21. Submerge

Price:  999 gold

Applicable Armor Types:

Lighting armor

Frequent clothes

Robes

Constantly moist to the touch, this armor calls for bodies of water its own’ home.

If this armor is subjected to one body of water at least a 5′ block of value, it grants the wearer Fire immunity, benefit on Dexterity saving throws, the ability to breathe underwater, dark vision around 30′, and a swim speed of 25′ for 1 minute provided that they stay touching the entire body of water.

Whilst wearing this armor, as a standard action it is possible to lose a 5′ block worth of water which collects to a world at your place 2 occasions a long break. When you make this water, it keeps the form of a world and can be based upon the armor for as much as 5 minutes, or sooner if you decide to dispel it as a free activity. You may still walk while inside this world; however, your movement rate decreases from 10′. Provided that you’re in this world, any damage obtained from non-magical ranged attacks is decreased by two. When dispelled, the world of water drops into the floor in your place; monsters within 5′ of the water being let loose should succeed on a Power rescue throw of DC 13 or take 1d6 bludgeoning damage and also be pushed back 5′.

Whilst touching sufficient water to contain the entire body, you meld your self and each of the gear you carry with you to the water to get up to 8 hours. Together with your Movement, you step in the water at some point you’ll be able to touch. No matter your existence remains visible or detectable by non-magical Senses.

While submerged with all the water, you can not see what happens out, and some other Wisdom (Perception) tests you make to listen to sounds out are created out of drawback. You stay conscious of the passing of time and may throw Spells yourself while blended in water. It is possible to use your Movement to depart the water, which finishes the spell. You can’t move.

A minor physical change to the water does not hurt you, but its partial elimination or a change in its form or condition (to the extent that you no longer fit inside it water) gives you and deals 3d6 bludgeoning damage you. The water’s destruction (or Transmutation to another material ) expels you and copes 20 bludgeoning damage to you. If expelled, you fall prone in a space nearest to where you entered.

22. Unbinding

Price:  175 gold

Applicable Armor Types:

Lighting armor

Causes enemies to possess drawback when seeking to grapple somebody with armor for this enchantment. This includes attempting to keep the grapple. 

Similar Posts

Leave a Reply

Your email address will not be published. Required fields are marked *