magic armor

magic armor prices are constructed for each armor and enchantment combination

there is no limit except cost to the number of enchantments that can be put on armor

there is a limit of one enchantment of the same type that can be put on one piece of armor with only the strongest working, for instance if a +2 enchantment is put on an armor with a +1 enchantment only the +2 enchantment works

some enchantments can be put on only some types of armor, for instance only metal armor can be enchanted with the adamantine enchantment

some enchantments cannot be put on armor with others of the same type of enchantments, for instance the mithral enchantment cannot be put on an armor that has the adamantine enchantment

adamantine armor (uncommon+) - can be put on medium or heavy armor but not hide, turns critical hits into normal hits and grants resistance to bludgeoning, piercing, and slashing damage, this is a material enchantment

animated shield (very rare, requires attunement) - while holding this shield, with a use object action you can speak its command word to cause it to animate freeing your hand, the shield remains animated until you perform a use object action to end the effect or you are incapacitated

armor of gleaming (common) - can be put on any armor, the armor never stays dirty as it can be cleaned in the time it takes to don it

armor of invulnerability (legendary) - can be put on any armor, grants resistance to non-magical damage

armor of resistance to damage (rare) - light, medium, and heavy armor, grants resistance to one type of energy damage which can be acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder, this enchantment can be put on multiple times with each enchantment being for a different damage type

armor of vulnerability (common+) - light, medium, and heavy armor, while wearing this armor you have resistance to two of the following: bludgeoning, piercing, or slashing, and vulnerability to the other one

common armor enchantments
common+ armor enchantments
uncommon armor enchantments
uncommon+ armor enchantments
rare armor enchantments
rare+ armor enchantments
very rare+ armor enchantments

+1 armor (rare) - light, medium, and heavy armor, while wearing this armor you have a +1 bonus to ac

+2 armor (very rare) - light, medium, and heavy armor, while wearing this armor you have a +2 bonus to ac

+3 armor (legendary) - light, medium, and heavy armor, while wearing this armor you have a +3 bonus to ac

arrow catching shield (uncommon, requires attunement) - shield and tower shield, when using this shield whenever you are hit with a ranged attack you can use your reaction to reduce the damage by 1d12 + your strength modifier + the shield"s magic bonus if any

battering shield (rare, requires attunement) - shield and tower shield, the shield has 3 charges it regains at dawn, if you are wielding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both

cast-off armor (common+, requires attunement) - light, medium, and heavy armor, while attuned to this armor you can don and doff this armor as an action

comfortable (common+) - medium, and heavy armor, while wearing this armor you can sleep in it without penalty

demon armor (very rare, requires attunement) - light, medium, and heavy armor, while wearing this armor you can understand and speak abyssal, your unarmed strikes become magical finesse light melee weapons with a bonus to hit and damage equal to its ac bonus if any, they do 1d8 slashing damage, this armor is cursed but some don't care

dragon scale armor (very rare, requires attunement) - light, medium, and heavy armor, made from the scales of dragons, while wearing this armor you have advantage on saving throws against frightful presence, breath weapons, and immunity to one damage type that is determined by the kind of dragon that provided the scales, dragon scale armor is not a metallic armor, this is a material enchantment

dwarven armor (very rare) - light, medium, and heavy armor, while wearing this armor 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 and it will prevent you from being knocked prone, it can do one or both of those things in one reaction, more than just dwarf wear this stuff

efreeti armor (legendary) - light, medium, and heavy armor, while wearing this armor you are immune to fire damage, you can understand and speak ignan, and you can walk across molten rock as if it was solid ground

marid armor (legendary) - light, medium, and heavy armor, while wearing this armor you are resistant to acid, cold, and lightning damage, you can understand and speak aquan, and you can breath water and gain a swim speed equal to your walking speed and can even walk on water

dao armor (legendary) - light, medium, and heavy armor, while wearing this armor you are immune to the petrified condition, you can understand and speak terran, and you can burrow through non-magical unworked earth and stone without disturbing the material you move through or losing your breath

djinn armor (legendary) - light, medium, and heavy armor, while wearing this armor you are immune to lightning and thunder, you can understand and speak auran, you can fly at twice your move and hover

elven armor (rare, requires attunement) - light, medium, and heavy armor, while wearing this armor you are considered proficient even if you lack the proficiency the armor requires

changeling armor (rare, requires attunement) - light, medium, and heavy armor, while wearing this armor you can use a bonus action to speak the armor's command word and cause the armor to assume the appearance of any kind of clothing or armor of your choice

hireling armor (very rare, requires attunement) - light, medium, and heavy armor, while wearing this armor the armor;s animated straps can assist with the drawing and sheathing of weapons such that you can draw or stow two one-handed weapons (or rods or wands) when you would only be able to draw or stow only one, the armor also has six pockets, each of which is an extra-dimensional space, each pocket can hold up to 20 pounds each not exceeding two cubic feet, the armor always the same regardless, when you reach into a pocket for an item the item is always on top

golem armor (rare, requires attunement) - light, medium, and heavy armor, while wearing this armor your form is immutable and you are immune to any spell or effect that would alter your form, you gain energy absorption becoming immune to a type of damage damage and causing any of that damage type do you take to heal you instead, when you are reduced to 0 or less hit points and you don't die, you automatically stabilize and go insane, on each of your turns you must attack the nearest creature you can see and you will continue to attack it until you are incapacitated, another creature is able to calm you with the appropriate magic such as a calm emotions spell or a successful dc 20 charisma (persuasion) check, or there are no other creature in sight, the types of damage can be one of the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder and is chosen when the armor is made, this enchantment cannot be put on a set of armor more than once, this armor is cursed but is still desired by some assassins and other fanatics

living armor (very rare, requires attunement) - light, medium, and heavy armor, while wearing this armor you automatically have up to you maximum temporary hit points , the armor is cursed, half of all healing done to you by any means instead of healing you goes to the living armor increasing your temporary hit points until you have the maximum temporary hit points possible for you any temporary hit points you are given perform as normal, living armor is not a metallic armor and this is a material enchantment

mariner's armor (uncommon) - light, medium, and heavy armor, while wearing this armor when ever you start your turn incapacitated and underwater the armor causes you to rise face up 60 feet towards the surface

mind carapace armor (uncommon, requires attunement) - - light, medium, and heavy armor, while wearing this armor you can understand and speak deep speech, have advantage on intelligence, wisdom, and charisma saving throws, and are immune to the frightened condition, this armor is cursed but you must first be a thrall to an aberration to attune it

mithral armor (uncommon+) - medium, or heavy armor but not hide, this armor weighs half as much as normal, medium versions can be worn under normal clothing, and if the armor normally imposes disadvantage on dexterity (stealth) checks or has a strength requirement the mithral version does not, this is a material enchantment

mizzium armor (rare) - medium, or heavy armor but not hide, while wearing this armor any magical effects that allow you to make a strength or dexterity saving throw for half damage instead do no damage when you succeed on the saving throw, this is a material enchantment

molten bronze skin (rare) - medium, and heavy armor but not hide, while wearing this armor you have resistance to fire damage and don't have disadvantage on dexterity (stealth) checks, you can wear this armor under cloths and sleep in it without problems, this is a material enchantment

obsidian flint (rare) - medium, and heavy armor except hide, while wearing this armor you have a +5 on your passive scores to resist grappling and advantage on ability checks and saving throws to end the grappled condition on you, this is not a metallic armor and this is a material enchantment

phalanx shield (uncommon) - you gain a +1 cover bonus for every ally besides you, up to a maximum of +2, that also has a phalanx shield

pariah's shield (rare) - while you wield this shield you have resistance to force damage,, when a creature adjacent to you is takes damage you can use your reaction to take that damage instead, when you do so the damage type changes to force

armor of etherealness (legendary, requires attunement) - light, medium, and heavy armor, while wearing this armor, while wearing this armor you can use an action and speak the armor's command word to cast the etherealness spell, this can't be done again until the next sunset

scorpion armor (rare) - light, medium, and heavy armor, while wearing this armor you have +5 on initiative checks, this is not a metallic armor and this is a material enchantment

sentinel shield (uncommon+) - shield and tower shield, while using this shield you have advantage on initiative rolls and wisdom (perception) checks

shield of missile attraction (rare, requires attunement) - shield and tower shield, while using this shield you have resistance to ranged attacks, whenever a ranged attack is made against a target within 10 feet of you you become the target, this shield is cursed

+1 shield (uncommon+) - shield and tower shield, while using this shield you gain an additional +1 cover bonus to the one already provided by the shield

+2 shield (rare+) - shield and tower shield, while using this shield you gain an additional +2 cover bonus to the one already provided by the shield

+3 shield (very rare) - shield and tower shield, while using this shield you gain an additional +3 cover bonus to the one already provided by the shield

spellguard shield (very rare) - shield and tower shield, while using this shield you have advantage against spells and other magical effects and spell attacks have disadvantage against you

temperate armor (common) - light, medium, and heavy armor, while wearing this armor you suffer less from hot or cold environments