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Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.
Journeys through the Radiant Citadel. KGV. Keys from the Golden Vault. LLK. Lost Laboratory of Kwalish. LMP. Lost Mine of Phandelver. MOT. Mythic Odysseys of Theros.
Antimagic Armor. Source: The Book of Many Things. Armor (light, medium, or heavy), very rare (requires attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell.
Armor (medium or heavy, but not hide), uncommon. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Armor (medium or heavy), uncommon. Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense.
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't incapacitated.
Armor Of Fungal Spores. Source: The Book of Many Things. Armor (medium), uncommon. While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself.
This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges.