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5e Mods by LFG (Part 1)

Make 5e D&D more fun!

Are you playing a game that involves some dragons, and possibly dungeons? Do you think combat in that game could be more interesting and exciting? So do we!

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This section offers some fun mods you can apply to your 5e campaign to make combat more fun, interactive, dynamic, and immersive!

What is a Mod?

A "Mod" is a modification to the rules of the game. Mods may be as simple as a 1 or 2 line edit of a single rule, or as complex as chapters full of new classes, monsters, feats, and so on.

      -Mods help the GM build a world that allows them to tell the story they want to tell, and to create the experience that they are looking for with their players. Some gamers may prefer serious dramatic scenes, detailed combat, or more realistic outdoor survival mechanics, while others prefer streamlined combat, over-the-top action scenes, or intricate crafting, social, and economic systems.

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How do I use a Mod?

As a GM: Simple, just implement the rules, monsters, or features into your game and let the players know! Some may be direct add-ons, such as a new weapon or monster, while others may replace or modify old rules.

As a Player: Speak with your GM! Share the idea for the mod or change you're interested in with your GM. Let them know what you're interested in and why. They may choose to use it, veto the request, or bring it to the table for a vote with the other players. You never know until you ask!

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What Mods are available? Check out the list below!

​​LFG is not affiliated with D&D or Wizards of the Coast. These are compatible mods made by LFG.

​Proficiency Swapping Mod:

​This incredibly simple mod allows players to trade out a proficiency granted by their chosen class at character creation for a different benefit, allowing more creativity and customization in the character creation process.

Sensible Weapon Mastery Mod

This mod offers players more freedom of choice in their weapons and more logical use of the Weapon Mastery properties. Weapon Mastery properties are now talents known by the character, which they may choose to use whenever they wield an appropriate type or style of weapon.

-This mod replaces the normal 5e weapons and their Weapon Mastery properties. The weapon retain their base stats and properties, with a few new additions and minor exceptions.

-This mod balances the weapon options and allows players to create characters who wield the weapons they desire, rather than being forced into a particular weapon set due to the mechanical and mathematical superiority of "the best weapon" available to their character class.

Authentic Shields Mod:

This simple mod provides more diversity in shield types and more dynamic ways to use them.

-This mod replaces the normal 5e shields with a selection of four types of shield, ranging from small, nimble buckler shields to massive tower shields.

-It also includes optional rules for using shields offensively in combat, and two new feats for shield users.

Selective Initiative Mod

This mod gets your players engaged! It makes 5e combat more dynamic and interactive by allowing players to affect the game at any time. Each player selects who acts next in combat. Heroes and villains can attempt to interrupt the action to protect their allies, strike their foes, run for cover, disrupt spellcasters, and more!

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​Our most detailed and immersive mod, the Selective Initiative Mod eliminates the repetitive, predictable, “next-in-line” combat of 5e and replaces it with the Selective Initiative System from Logical Fantasy Gaming (LFG). 

​Click HERE for the full Selective Initiative Mod!

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​Proficiency Swapping (5e Mod):

This mod allows players to trade out a proficiency granted by their chosen class at character creation for a different benefit. Certain character builds will not or cannot utilize certain class features, so this mod represents that adjustment to what the character would have focused on in their training.

-For example, a character with an 8 Strength would likely never use Heavy Armor. If you didn’t spend your time training how to use Heavy Armor… then what did you spend your time training?


How does Proficiency Swapping work?

You may trade out Heavy Armor Proficiency for one of the following: +1 Skill Proficiency, +1 Weapon Mastery, +1 Tool/Vehicle/Game/Instrument Proficiency, +1 Saving Throw Proficiency, Initiative Proficiency

Ex: A Fighter could give up Heavy Armor Proficiency to gain Proficiency with Dexterity Saves.

 

Background Proficiency Swapping: To ensure players can create the types of characters they desire, allow all players to trade out any one Skill Proficiency from their Background with any other Skill.

-The GM could also allow players to swap any one of the Ability Score adjustments for a different one.

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Sensible Weapon Mastery (5e Mod):

This mod offers players more freedom of choice in their weapons and more logical use of the Weapon Mastery properties.

Instead of applying to a specific weapon, the chosen Weapon Mastery properties apply to the character, and they may be used whenever the character wields any weapon of an appropriate type.

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-If a character has multiple Weapon Mastery properties that apply to a single weapon being wielded, they may choose which property to apply to each attack. Only 1 Mastery property may be applied per attack.

Example: A Level 1 paladin gains 2 Weapon Mastery properties. They choose Cleave and Topple. While wielding a warhammer and shield against a single orc soldier, the paladin elects to use the Topple ability. Next turn, after being surrounded by a group of goblins, the paladin uses Cleave to strike two goblins with one blow.

 

-Note: This mod updates both the weapons and the Weapon Mastery properties from the 5.5e rules to improve balance and immersion. We also added 4 new Weapon Mastery Properties to allow more customization and improved versatility. Table 2.1, on page 3, details each Weapon Mastery property, which types of weapons it applies to, and how it works. The weapons and their stats are shown in the tables on pages 4-6.

Weapon Updates
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Weapon Mastery Properties - 5e Mod Table

Weapon Updates:

To better implement the improvements offered by the Sensible Weapon Mastery properties, the weapons have been updated to reflect more accurate damage and damage types. A few new weapons have also been added to improve immersion and supplement the slim offerings of the 5e weapon list.

Simple Weapons - 5e Mod

How to read the Damage Types: s = slashing, b = bludgeoning, p = piercing

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A weapon listing damage types with a “+” deals all indicated types of damage at the same time. This damage cannot be resisted unless all types indicated can be resisted.

(Ex: a Halberd deals 1d10 “s+b”, so the damage dealt is considered to be both slashing and bludgeoning type. If a foe struck had resistance to slashing damage, the halberd would still deal full 1d10 damage because the bludgeoning type is not resisted.)

Note: The Longsword’s Versatility feature indicates that the weapon will deal 1d10 damage and gain the Finesse property if wielded in two hands. A Spear used in two hands deals 1d8 damage and gains the Finesse property.)

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-If a weapon has two damage types separated by a “/” it means you may choose on or the other for each attack.

 

-All other weapon traits and properties function as described in the 5.5e rules.

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Martial Weapons - Melee - 5e Mod

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Martial Weapons - Ranged - 5e Mod

*Slow Loading: Attacking with this weapon requires expends your Action and Bonus Action for the turn. May only attack once per turn. You may choose to reload this weapon separately from attacking by using an Action. On following turns, while the weapon is loaded, you may attack with it using a Bonus Action.

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Other Weapon Stuff:

 

Other weapon names/options: The weapons listed in these tables haven been given generic, common names. There are many weapons from history that could have similar statistics and properties. Players should be allowed to use any sort of weapons similar enough to be represented by the stat block.

Example: The “scimitar” stats could be used to represent a falchion, tulwar, or any other one-handed blade specialized at slashing. The “warhammer” could be a heavy mace or morningstar style weapon. The “glaive” stats could also be a ranseur or naginata. Try not to focus on the name, and instead select the weapon with the stats closest to the weapon you would like your character to use.

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Weapons dealing other damage types: Most bladed weapons are capable of dealing both slashing and piercing damage. If a scenario arises where a player wants to slash an enemy with a dagger or spear, or they want to stab for piercing damage with an arming sword, allow them to do so, but their attack will deal half the weapon’s dice damage on the attack.

Ex: The Arming Sword deals 1d8 slashing damage. On a successful piercing attack, the player rolls damage of 6 on the dice, divided by 2 equals 3 piercing damage.

-You may apply this ruling to any other weapons feasibly capable of dealing other damage types.

Shield Bash Attack
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Authentic Shields (5e Mod)

This mod provides more diversity in shield types and more dynamic ways to use them.

      -There are now 4 shield types: Buckler, Light Shield, Standard Shield, and Tower Shield.

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Shields – Basic Rules

-Unless otherwise noted, all shields are held in a single hand, completely occupying the hand.

-All characters may wield a shield, but characters who are proficient will gain access to more benefits, while characters who are not proficient may suffer additional drawbacks based on the type of shield.

-The AC bonus of a shield is only granted while the shield is wielded.

-Equipping a shield / Stowing a Shield requires an Action. (Also called “Don/Doff”)

Authentic Shields - Table

Shield Proficiency

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-If you are Proficient with a Light, Standard, or Tower Shield, you may use the Final Block and Shield Parry traits:

 

-Shield Parry: You may spend a Reaction to gain an extra +1 AC against the next incoming physical attack.

-You may also gain access to additional abilities based on your proficiency.

-Characters who are NOT proficient with a shield may suffer additional penalties as listed under that shield type.

 

-Final Block (Breaking a shield as a last resort): When struck by a physical attack, you may choose to have your shield be destroyed by the attack to prevent all damage that would have been dealt to you by that single source. This ability may be activated after you know the damage of the attack (no action required).

-A magic shield Destroyed in this manner may be repaired by spending 25% of the shield’s cost to repair it.

(This ability should only be used by Player Characters or Boss characters. Encounter balance often relies on small/weak enemies being removed quickly, which this could drastically impact – GM Discretion Advised!)

 

Shield Proficiency by Character Class:

Bucklers: All player characters are proficient with Bucklers. No special proficiency is required.

Light Shields: Bard, Rogue

Light Shields & Standard Shields: Artificer, Cleric, Druid, Ranger (College of Valor Bard)

Light Shields, Standard Shields, and Tower Shields: Barbarian, Fighter, Paladin

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-When using this mod, any 5e class or feature not listed here that provides a Shield Proficiency should grant proficiency in both Light and Standard Shields. Any 5e feat that grants Shield Proficiency should grant proficiency with all types of shields.

Buckler: +1 AC

-May be used by all characters (no proficiency required). May be equipped or unequipped as a Bonus Action.

About Bucklers: Historically, a buckler is a very small, hand-held shield made of steel around 8-14” in diameter. However, these stats can represent any small shield wielded in a similar manner. Bucklers are easy to carry and provide a good defensive option. They are very easy to keep on your person and were often strapped to belts when not in use.

 

Light Shield: +1 AC

-If proficient: Grants Final Block and Shield Parry

-Utility: You may use a dagger, shortsword, or shortspear in the same hand as the shield. Attacks made with this weapon suffer a -1 Attack Penalty. You may use a Two-Handed weapon in both hands and a Light shield at the same time, but your attacks suffer a -1 Attack Penalty. You may use the hand holding your Light shield for Somatic (S) spell components and/or to hold Material (M) components.

-Alternatively, you may hold (but not wield in combat) a single item in the same hand as the light shield to have quick access to it, while being protected by the shield and leaving your other hand free to use normally. (Examples include holding a lantern, a staff, a bow, a javelin, a few arrows, a holy symbol, or other items feasibly held in a single hand – GM discretion)

-About Light Shields: (Ex: Scottish Targe, Heater Shield) Typically a round shield of 14-24 inches in diameter, though they are available in a wide variety of shapes. Light Shields are big enough to defend against upper body blows and some ranged attacks, but small enough to be worn without getting in the way of daily tasks or catching on brush in the forest.

 

Standard Shield: +2 AC

-If proficient: Grants Final Block and Shield Parry

-If NOT proficient, you suffer Disadvantage on Stealth, Acrobatics, Athletics

About Standard Shields: (Ex: Hoplite, Viking Round, Norman Kite Shield) While many shapes and styles can represent a standard shield, they were often a round shield of 28-36 inches in diameter. The famous hoplite shield of the Spartans is a great example. These shields are big enough to defend nearly the entire body against blows and most ranged attacks, but their size makes them cumbersome in daily life and while traveling.

 

Tower Shield: +3AC, MinSTR12, Unwieldy, Disadvantage on Stealth and Acrobatics

-If proficient: Grants Final Block, Shield Parry, and Advantage on DEX Saves vs Area of Effect damage

-Unwieldy: You suffer a -1 penalty on all Attack Rolls while wielding this item. This item cannot be stowed or strapped to your body.

-If NOT proficient, you also suffer Disadvantage on Athletics and Attack Rolls

About Tower Shields: Most famously represented by the Roman scutum: a curved, wooden, rectangular shield about 24 inches across and 40 inches tall. Long, oval-shaped shields were also popular, with many other variations across cultures. Their immense size makes them very cumbersome, even getting in the way of your own attacks, but they offer unparalleled protection against melee and ranged attacks when used properly.

Buckler
Scottish Targe
Viking Round Shield
Tower Shield

Attacks with Shields: Requires Proficiency

 

Shield Bash: If proficient, you may use an Attack Action to make a Shield Bash attack with a Light, Standard, or Tower Shield. Make a normal melee attack with your proficiency bonus: it deals 1d2+STRMod bludgeoning damage on hit. If this attack hits, you may choose to have your opponent be affected as per the Shove action.

 

(Shove Action: Opponent makes STR or DEX Save vs DC[8+STRMod+Proficiency] to resist: fall Prone or be knocked back 5 feet)

*Note: The Shield Bashing Weapon Mastery property allows this attack to be made as a Bonus Action. (See the Sensible Weapon Mastery Mod)

New Shield Feats

Highland Combat Style (New 5e Feat):

You are skilled at using two weapons in combination with a light shield.

Ability Score Increase: Increase your Strength or Dexterity score by 1, to a maximum of 20.

-You gain proficiency with light shield, shortsword, shortspear, and these weapons gain the Light and Finesse properties. You may wield a dagger, shortsword, or shortspear in the same hand as a buckler or light shield without suffering an attack penalty for doing so.

-When you use a buckler or light shield, you gain an additional +1AC from the shield.

-While wielding two melee weapons: Once per turn, if you miss with a melee attack, you may spend a Reaction or Bonus Action to make an attack with the weapon being wielded in your other hand.

 

Shield Master (Updated 5e Feat):

You are skilled at utilizing the offensive and defensive abilities of a shield in combat.

Ability Score Increase: Increase your Strength or Constitution score by 1, to a maximum of 20.

-You gain proficiency with all shields and may use the Shield Bashing Weapon Mastery property (this allows you to make a Shield Bash attack as a Bonus Action).

-Your Shield Bash attacks deal 1d4+STRMod bludgeoning damage.

-Interpose Shield: While wielding a shield, if you succeed on a Dexterity Saving throw against an effect that allows you to take only half damage after the Save, you can spend a Reaction to take no damage.

-Your shield’s Final Block ability may be used against attacks and magical abilities that deal elemental (acid/cold/fire/lightning), force, radiant, or necrotic damage, assuming they strike you with some sort of ray, projectile, or an explosion or blast effect.

Other Shield Stuff:

 

Using two shields at the same time: While uncommon and a bit unwieldy, it is possible.

-Add the AC bonuses of both shields together, then subtract 1 (Total Shield AC Bonus -1) to determine the total effective AC bonus of your shields. Any numerical penalties caused by your shields stack. You have Disadvantage on all attacks while wielding two shields.

*Reminder: Casting spells with Somatic (S) components and/or Material (M) components requires a free hand to access those items.

Other Shield Stuff
New Shield Feats
Light Armor
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Authentic Armor (5e Mod)

This mod provides utility and balance to the 5e armor list.

Instead of a clear “best" and "worst” armor of each type, each one has benefits and drawbacks to consider. This list offers a more balanced selection and authentic representation of the options, styles, and advantages of the various armor kits used throughout history.

Authentic Armor - Table

How to read the Authentic Armor Table:

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Armor Rating (AR): The amount this armor adds to your Armor Class(AC). [AC = 10+AR+DEXMod]

MAX DEX: The maximum Dexterity Modifier (DEXMod) that can be applied to your AC while wearing this armor. (MAXDEX does not affect REF Saves or other DEX-based rolls)

Disadvantage: You have Disadvantage on all checks with the listed skills while wearing this armor.

      Acro = Acrobatics, *Ath = Athletics, SoH = Sleight of Hand, Stealth

      Ath*: Athletics Disadvantage does not apply when using Athletics offensively (Ex: Shoving an enemy prone)

Weight: The actual weight of the armor in pounds.

Other: Additional important information about the armor.

Cold Resist: You gain Resistance to Cold Damage while wearing this armor.

Quick Don: This armor may be Donned or Doffed by using your Action and Movement on one full turn.

MinSTR: The minimum Strength score required to wear the armor effectively. You have Disadvantage on Attacks and suffer -10 Move Speed if you do not meet the minimum Strength.

Cost (gp): Amount of Gold Pieces (gp) needed to purchase this armor; new and ready-to-wear.

*Note: Wearing Heavy Armor reduces your Move Speed by 5. May provide resistance to certain AoE damage.

Authentic Armor - GM Option: Heavy Armor resists AoE damage:

OPTION: At GM Discretion, Heavy Armor may provide Resistance to physical AoE damage (Ex: Cloud of Daggers, a Fragmentation Grenade) and Resistance to explosive elemental damage (Ex: Fireball, Cone of Cold).

-A variant option is to allow heavy armor to reduce such damage by 1 per damage die.

      -Heavy Armor should never resist the following damage types: Necrotic, Poison, Psychic, Radiant

-Rationale: Heavy Armor covers the entire body, leaves little to no exposed skin, and functions as a physical wall, reducing damage from sudden bursts of shrapnel, flames, icy winds, and pressure waves.

Authentic Armor 5e Mod - Armor Descriptions

Light Armor Descriptions:

 

Basic Armor Kit (Thin Gambeson): These simple kits are cheap and easy to make, providing slightly more protection than normal clothes. A lightweight, long-sleeve gambeson made of 15-20 layers of linen (or padded cotton) covers the torso, arms, and thighs. This kit is often used as the arming wear for heavier armors.

Armor Rating: 1    -    Time to Don: 1 Minute   

    Alternative Descriptions: Simple Leather Kit: A thick leather “buff-coat” with leather pants with additional padding in critical areas. The leather is not hardened to allow for comfortable movement and high flexibility. Animal furs may be retained in certain areas.

 

Gladiator Kit: This set of asymmetrical armor allows some of the best mobility by leaving certain areas uncovered. The dominant arm is protected by a full-length padded sleeve covered in articulated metal plates. The legs are protected from the thighs to the ankles with cloth padding, plus solid metal greaves over the shins and knees. A belt with leather tassets may protect the thighs and groin. The chest is left mostly unprotected.

Armor Rating: 1    -    Time to Don: 5 Minutes  

    Alternative Descriptions: Mail or hardened leather may be used to protect the dominant arm. The torso may have light protection such as a few layers of linen, a leather breast piece, or another shoulder pauldron.

-Any sturdy set of armor around 10-15 lbs that leaves large portions unprotected could be granted these stats at GM Discretion. Historically, the gladiator would be equipped with a shield to protect their torso and their other arm.

 

Winter Survival Suit (Tundra Armor): The fur-covered hides of various cold-weather animals make a thick coat and pants that protect you from the cold. They also provide a decent amount of protection against arrows and blades. The long, thick coat has a hood, high collar, and may extend fully to the knees. The legs are protected by thick fur pants and boots. Thick winter gloves or mittens are included.

Armor Rating: 1    -    Time to Don: 1 Minute

-May be worn over other Light Armor (only the highest Armor Rating applies, penalties stack).

 

Padded Armor Kit (Gambeson): The gambeson is a large jacket made of 20-30 layers of quilted linen that covers the full length of the arms, torso, and extends from the waist down to around your knees. The many layers dampen blunt impact and are very difficult to cut through or pierce with an arrow.

-This armor may be dyed or stitched any color. Simple patterns may be added for +5gp.

Armor Rating: 2    -    Time to Don: 1 Minute

    Alternative Descriptions: Padded Leather Kit: A suit made of thick, non-hardened leather. The torso is protected by a long-sleeve, thick leather buff coat that extends beyond the waist and covers the thighs. A pair of leather breeches protects the legs, with additional padding stitched into the knees. The lower arms, legs, and chest are protected with either additional layers of leather, padding, or strips of hardened leather.

 

Chain Shirt (Haubergeon, Mail Shirt): A short-sleeved shirt of 4-in-1 riveted chainmail that extends just below the waist. It is usually worn with a cotton, linen, or padded shirt underneath and a belt to support the weight.

Armor Rating: 2    -    Time to Don: Uses your Action and Movement for 1 turn

    Alternative Description: Armored Doublet (Jack of Plates): A high-quality quilted vest with small metal plates stitched between the layers of fabric. Its design allows it to be quickly donned or removed, while the built-in padding makes it reasonably comfortable. Since its appearance matches the jacket style of many cultures, it may be acceptable in social settings where other more obvious armor would be suspicious or frowned upon.

    Time to Don: Uses your Action and Movement for 1 turn

    -The doublet comes in 1 or 2 colors, which may include simple patterns.

 

Light Hide Kit: A hardened leather cuirass (torso piece, front & rear) worn over a padded vest, along with hardened leather bracers on the forearms and leather greaves covering the shins.

Armor Rating: 2    -    Time to Don: 1 Minute

 

Light Chain Kit (Mail Hauberk + Gambeson, Light Mail Kit): A 4-in-1 mail hauberk worn atop a sturdy gambeson. The hauberk has three-quarter sleeves and extends to protect the thighs, with a split for mobility and riding. A sturdy belt supports a good portion of the hauberk’s weight.

Armor Rating: 2    -    Time to Don: 2 Minutes

    Alternative Descriptions: A simple cloth armor kit, chain shirt, and a set of plated metal limb guards

 

Medium Armor Descriptions:

Patchwork Armor: A collection of salvaged armor pieces turned into a mismatched yet functional armor kit. This armor is more cumbersome than properly matched and crafted armor. Patchwork armor is often found on raiders, nomadic tribes, or warriors without access to quality metallurgy or finances.

Armor Rating: 3    -    Time to Don: 5 Minutes

    Alternative Descriptions: Many possible variations exist. For example: A steel breastplate worn over a sturdy gambeson with a single metal pauldron and a pair of steel greaves. A chain shirt worn over a set of soft leather armor and a single plate-armor cuisse. GM has final say on what qualifies as a Patchwork set.

-Adventurers may be able to piece a Patchwork Armor Kit together through salvage.

 

Hard Leather Kit: Plates of thick, cured, hardened leather worn over a set of light cloth arming wear. Each leather plate has been shaped to fit to the wearer. This kit contains a leather cuirass (torso piece, front & rear) with pauldrons (shoulder guards). The upper & lower arms are protected with solid, form-fitting bracers. The upper legs are protected with leather tassets and a set of leather cuisses, while the lower leg is protected by thick, hardened greaves that cover from the ankle to above the knee.

Armor Rating: 3    -    Time to Don: 5 Minutes

    Alternate Descriptions: Leather Llamelar: Each piece of this armor kit is made of small, hard leather “scales” interwoven together in an overlapping pattern, all visible from the exterior. This armor may be made using the scales of legendary beasts such as dragons or sea monsters at GM Discretion.

 

Medium Infantry Kit: A brigandine coat or steel cuirass with back plate worn over a sturdy set of padded arming wear. The lower legs protected by steel greaves.

Armor Rating: 4    -    Time to Don: 5 Minutes

 

Llamelar Kit (Tosei Gusoku): Lacquered metal bands fastened together by rivets or cord form the cuirass (dou), pauldrons (sode), and tassets (kusazuri) of this armor. Special armored sleeves are tied across the torso, protecting from the underarm and shoulder to the wrist. These sleeves are made with a silk base covered by a unique weave of mail and metal strips. Bracers and greaves are made using a mix of metal plates, mail, and fabric. This offers superior mobility than similarly weighted armors, and the palm and fingers are left uncovered to allow improved manual dexterity.

Armor Rating: 4    -    Time to Don: 4 Minutes with 1 Assistant. (12 Minutes Alone)

 

Chainmail (Medium Chain Kit): A longsleeve, 4-in-1 mail hauberk worn atop a thick, padded gambeson. The hauberk extends almost to the knees of the wearer, with a split for riding. A sturdy belt supports a good portion of the hauberk’s weight. The legs are protected by mail leggings (chausses) secured to the arming wear at the hips.

Armor Rating: 5    -    Time to Don: 3 Minutes

 


 

Heavy Armor Descriptions:

*Note: Heavy Armor reduces your Move Speed by 5. May provide resistance to certain AoE damage.

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​-At GM Discretion, Heavy Armor may provide Resistance to physical AoE damage (Ex: Cloud of Daggers, a Fragmentation Grenade) and Resistance to explosive elemental damage (Ex: Fireball, Cone of Cold).

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Reinforced Mail (Plated Mail): This armor has the same description as regular chainmail, but with a sturdier mail hauberk protecting the torso. The hauberk has solid metal plates “woven” into the metal rings of the chain armor. Large plates cover the chest, while smaller plates protect the sides, back, and major joints.

Armor Rating: 6    -    Time to Don: 4 Minutes

    Alternate Descriptions: King’s Mail: The hauberk uses 8-in-2 chain weave to protect the torso.

    Scale Mail: A suit of chainmail with hundreds of small “scales” of metal woven into the mail. These scales sit atop the mail itself and overlap one another, affixed only on the top section of the scale.

    Mail & Breastplate: This option uses standard set of chainmail with the addition of a solid breastplate that straps on over the mail.

 

Heavy Infantry Kit: A brigandine vest (or “coat of plates”) encases the entire torso, worn atop a long-sleeve mail hauberk with simple arming wear. Brigandine is made of leather or heavy canvas with dozens of overlapping steel plates riveted between the layers. The shaped plates overlap and properly conform to the body, allowing some flexibility. Sturdy brigandine spaulders and tassets add additional protection for the shoulders, thighs, and groin. Chain chausses are worn on the legs, plus a set of metal greaves protecting the shin and knee. Metal bracers and sturdy metal gauntlets protect the hands and forearms.

Armor Rating: 6    -    Time to Don: 5 Minutes with 1 Assistant. (15 Minutes Alone)

    Alternate Descriptions: The main torso protection may be replaced with any one of the following:

    Plate Cuirass: A solid metal breastplate & back plate, metal spaulders, plus articulated plates that extend from the waist to cover the thighs and groin. This piece costs +50gp, but reduces armor weight (worn & carried) by 5 lbs.

    Lorica Segmentata: The famed armor of ancient Rome, consisting of overlapping bands of metal wrapped horizontally around the torso and curving vertically over the shoulders. The thighs are protected by tassets and leather flaps attached to the arming wear and/or the torso piece.

    Metal Lamellar: The cuirass, spaulders, and tassets of this kit are made of many small, similarly sized plates of metal interwoven together in an overlapping pattern, secured at the top and bottom of each plate.

 

Half-Plate Harness (Plate & Mail): A solid metal cuirass (breastplate & back plate) with metal spaulders over the shoulders, plus articulated plates that extend from the waist to cover the thighs and groin. Plate cuisses, poleyns (knee-guards), and demi-greaves protect the front and sides of the entire leg, from the upper thigh to the ankle. These plates strap together along the back of the legs. The arms are protected in a similar manner, with a three-section plate harness strapped on and covering the upper arm, elbow, and forearm. A pair of articulated metal gauntlets protects the hands. The cloth arming wear has been specially modified with mail voiders; sections of mail stitched directly to the padding to cover weak areas like the groin or other joints.

Armor Rating: 7    -    Time to Don: 10 Minutes with 1 Assistant. (20 minutes alone)

    Alternate Descriptions: Flavor descriptions, such as asymmetrical pauldrons or slight variations on coverage of a single piece, may be added to make armor unique and interesting.

-This armor kit resembles that of a European knight of the 14th century.

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Great Armor (O-Yoroi): A heavier set of lacquered metal llamelar than Tosei Gusoku, with larger shoulder guards (sode), tassets (kusazuri), and additional padding and mail throughout. The llamelar is covered by silk along the chest to avoid interference with archery, and the palms and fingers are left uncovered.

Armor Rating: 7   -    Time to Don: 5 Minutes with 1 Assistant. (15 Minutes Alone)

-This armor kit resembles that of a Japanese samurai of the 12th century.

 

Full Plate Harness (Plate Armor): This perfectly tailored suit of armor is the pinnacle of blacksmithing and metallurgy. Articulated solid metal plates fully encase the wearer, providing unparalleled protection with a good range of motion. The torso is protected by a cuirass with an overlapping plackard and breastplate that connect seamlessly to a solid backplate. An articulated fauld protects the groin and upper thighs, while cuisses, poleyns, and cased greaves wrap the entire leg in metal, even covering the feet. Pauldrons overlap a fully encased arm harness, while sturdy metal gauntlets protect the hands. A set of arming wear with chainmail voiders stitched to the cloth covers any gaps between plates, especially the underarm or groin areas.

Armor Rating: 8    -    Time to Don: 10 Minutes with 1 assistant. Cannot be donned properly without assistance.

    Alternate Descriptions: Flavor descriptions such as asymmetrical pauldrons, slight variations on coverage of a single piece, or fluting in the armor, may be added to make armor unique and interesting.

-This armor kit resembles that of a European knight of the 15th century.

Padded Armor
Chainmail
Half-Plate Harness
Full Plate Harness
Heavy Armor
Medium Armor
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