Magic Armor

Magic Armor Chart

Item Rarity Attunement Notes Price
Adamantine Armor Uncommon X medium or heavy, but not hide 300 gp
Animated Shield Very Rare shield 5,250 gp
Armor of Gleaming Common X medium or heavy 50 gp
Armor of Invulnerability Legendary plate 11,600 gp
Armor of Resistance Rare armor 600 gp
Armor of Vulnerability Rare plate 4,500 gp
Armor, +1 Rare X armor 525 gp
Armor, +2 Very Rare X armor 5,250 gp
Armor, +3 Legendary X armor 52,500 gp
Arrow-Catching Shield Rare shield 1,575 gp
Cast-Off Armor Common X armor 100 gp
Demon Armor Very Rare plate 325 gp
Dragon Scale Mail Very Rare scale mail 5,275 gp
Dwarven Plate Very Rare X plate 5,400 gp
Efreeti Chain Legendary chain mail 76,600 gp
Elven Chain Rare X chain shirt 625 gp
Glamoured Studded Leather Rare X studded leather 725 gp
Mariner's Armor Uncommon X armor 150 gp
Mithral Armor Uncommon X medium or heavy, but not hide 270 gp
Plate Armor of Etherealness Legendary plate 52,000 gp
Scorpion Armor Rare plate 850 gp
Sentinel Shield Uncommon X shield 200 gp
Shield of Expression Common X shield 75 gp
Shield of Missile Attraction Rare shield 2,200 gp
Shield, +1 Uncommon X shield 225 gp
Shield, +2 Rare X shield 2,250 gp
Shield, +3 Very Rare X shield 22,500 gp
Smoldering Armor Common X any 75 gp
Spellguard Shield Very Rare shield 7,000 gp

Magic Armor Descriptions

Adamantine Armor

Uncommon (medium or heavy, but not hide)
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.

Animated Shield

Very Rare (requires attunement, shield)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Armor of Gleaming

Common (medium or heavy)
This armor never gets dirty.

Armor of Invulnerability

Legendary (requires attunement, plate)
You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.

Armor of Resistance

Rare (requires attunement)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

Armor of Vulnerability

Rare (requires attunement, plate)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

  • Curse: This armor is cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Armor, +1 / +2 / +3

//Rare (+1), Very Rare (+2), or Legendary(+3) (armor)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

Arrow-Catching Shield

Rare (requires attunement, shield)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

Cast-Off Armor

Common (armor)
You can doff this armor as an action.

Demon Armor

Very Rare (requires attunement, plate)
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

  • Curse: Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Dragon Scale Mail

Very Rare (requires attunement, scale mail)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

Dragon Resistance
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Dwarven Plate

Very Rare (plate)
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Efreeti Chain

Legendary (requires attunement, chain mail)
While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.

Elven Chain

Rare (chain shirt)
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

Glamoured Studded Leather

Rare (studded leather)
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Mariner's Armor

Uncommon (armor)
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Mithral Armor

Uncommon (medium or heavy, but not hide)
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.

Plate Armor of Etherealness

Legendary (requires attunement, plate)
While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.

Scorpion Armor

//Rare (requires attunement, plate)
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.
  • The armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat.
  • Curse: This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10+45) poison damage on a failed save, or half as much damage on a successful one.

Only a wish spell can remove the armor's curse.

Sentinel Shield

Uncommon (shield)
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Shield of Expression

Common (shield)
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.

Shield of Missile Attraction

Rare (requires attunement, shield)
While holding this shield, you have resistance to damage from ranged weapon attacks.

  • Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

Shield, +1 / +2 / +3

Uncommon (+1), Rare (+2), or Very Rare (+3) (shield)
While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC.

Smoldering Armor

Common (armor)
Wisps of harmless, odorless smoke rise from this armor while it is worn.

Spellguard Shield

Very Rare (requires attunement, shield)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

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