Magic Armor
This page contains a comprehensive list of magical armor, shields, and protective charms available in the world. Magic armor provides enhanced protection and often grants additional magical properties to those who wear it.
Magic Armor Summary
Armor
| Item Name | School of Magic | Price | Mechanical Effect | Location Worn | Requires Attunement | Brief Description |
|---|---|---|---|---|---|---|
| Arcane Conduction Armor | Arcane | 8,000 gp | AC 11+Int, configurable modes (Base/Fortified/Stealth/Burst) | Body | Yes (Spellcaster) | Light armor with multiple configuration modes for different combat situations. |
| Arcane Propulsion Armor | Arcane | 15,000 gp | +1 AC, flying speed, replaces limbs, charge attack | Body | Yes (14th Artificer) | Advanced armor that grants flight and replaces missing limbs. |
| Armor of Resistance | Arcane | 3,500 gp | Resistance to one damage type | Body | Yes | Armor that grants resistance to a specific damage type. |
| Armor of the Mender | Divine | 10,000 gp | AC 16+Dex (max 2), disease immunity, poison resistance, healing charges | Body | Yes (Cleric/Paladin) | Medium armor designed for healers with enhanced healing capabilities. |
| Dwarven Plate | Arcane/Divine | 12,000 gp | +2 AC, reduce forced movement | Body | No | Dwarven-crafted plate armor with exceptional protection. |
| Elven Chain | Fae | 5,000 gp | +1 AC, no proficiency required | Body | No | Fae-enchanted chain shirt favored by elves. Still common among elven tribes. |
| Mithral Ring | — | Priceless | Disadvantage on spell attacks, immune to scrying, disable/destroy magic | Finger | No | Legendary ring produced by dwarven kingdoms in small numbers. Grants protection against all magical effects. |
Shields
| Item Name | School of Magic | Price | Mechanical Effect | Location Worn | Requires Attunement | Brief Description |
|---|---|---|---|---|---|---|
| Animated Shield | Arcane | 8,000 gp | Floats and protects, hands free | Arm | Yes | Shield that animates and protects while leaving hands free. |
| Spellguard Shield | Arcane | 10,000 gp | Advantage vs spells, disadvantage on spell attacks | Arm | Yes | Shield that provides exceptional protection against magic. |
Charms
| Item Name | School of Magic | Price | Mechanical Effect | Location Worn | Requires Attunement | Brief Description |
|---|---|---|---|---|---|---|
| Weak Shielding Charm | Arcane | 100 gp | 5 DR (10 vs Arcane), burns out when overcome | Worn on person | No | Basic personal protective enchantment providing damage reduction. |
| Shielding Charm (Standard) | Arcane | 500 gp | 10 DR (20 vs Arcane), burns out when overcome | Worn on person | No | Personal protective enchantment providing damage reduction against most damage types. |
| Greater Shielding Charm | Arcane | 2,000 gp | 20 DR (40 vs Arcane), burns out when overcome | Worn on person | No | Enhanced personal protective enchantment providing significant damage reduction. |
| Superior Shielding Charm | Arcane | 10,000 gp | 30 DR (60 vs Arcane), burns out when overcome | Worn on person | No | Advanced personal protective enchantment providing exceptional damage reduction. |
Detailed Descriptions
Armor
Arcane Conduction Armor
Price: 8,000 gp | Location: Body | Attunement: Required (Spellcaster) | School of Magic: Arcane | Mechanical Effect: AC 11 + Intelligence modifier, configurable modes
Rare light armor that adapts to different combat situations. This sleek armor has a base AC of 11 + your Intelligence modifier (no Dexterity modifier applies). As a bonus action, you can change the armor's configuration once per round, choosing from the following modes:
Base Mode: You gain resistance to Force damage.
Fortified Mode: You gain a +2 bonus to your AC and your movement speed is halved.
Stealth Mode: Whenever you make a Stealth check, you can add your Intelligence modifier to the roll. Additionally, you can use the Hide action as a bonus action. However, you cannot cast spells in this mode.
Burst Mode: You gain a +2 bonus to spell attack rolls and your AC is reduced by 2.
Arcane Conduction Armor is designed for spellcasters who need versatility in combat, allowing them to adapt their defenses and capabilities to the situation at hand.
Arcane Propulsion Armor
Price: 15,000 gp | Location: Body | Attunement: Required (14th-level Artificer) | School of Magic: Arcane | Mechanical Effect: +1 AC, flying speed, replaces limbs, charge attack
A suit of advanced arcane armor that represents the pinnacle of magical engineering. The wearer gains a +1 bonus to AC. The wearer's walking speed increases by 10 feet.
The armor replaces any missing limbs and functions identically to them. Additionally, the armor can't be removed from the wearer against their will.
The wearer has a flying speed equal to their walking speed. The wearer falls if they end their turn in the air and nothing else is holding them aloft.
If the wearer flies at least 20 feet in a straight line towards a target and makes a melee attack against it, the target is pushed up to 10 feet back and takes an additional 1d8 Force damage.
Arcane Propulsion Armor is extremely rare and can only be created by master artificers, making it one of the most advanced pieces of magical equipment available.
Armor of Resistance
Price: 3,500 gp | Location: Body | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Resistance to one damage type
Armor that grants resistance to a specific type of damage (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder). The damage type is determined when the armor is created or found. A basic arcane enchantment that channels protective energy against specific threats.
Armor of the Mender
Price: 10,000 gp | Location: Body | Attunement: Required (Cleric or Paladin) | School of Magic: Divine | Mechanical Effect: AC 16 + Dexterity modifier (max 2), disease immunity, poison resistance, healing charges
Very rare medium armor designed specifically for healers and those who protect others. While wearing this half-plate, you have an AC of 16 + your Dexterity modifier (maximum 2). You are immune to diseases and have resistance to poison damage.
Swift Response: While wearing this armor, you gain access to the spare the dying cantrip. Additionally, you may cast it as a bonus action instead of an action.
Healer's Boon: This armor holds 3 charges. When you heal another creature through a spell or ability, you may expend as many charges as you want. Each charge increases the healing by 1d6. The armor regains all charges after you finish a long rest.
Armor of the Mender is divine creation, blessed to enhance the wearer's ability to protect and heal others, making it highly sought after by clerics and paladins dedicated to preserving life.
Dwarven Plate
Price: 12,000 gp | Location: Body | Attunement: Not required | School of Magic: Arcane/Divine | Mechanical Effect: +2 AC, reduce forced movement
Dwarven-crafted plate armor that provides 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. Dwarven Plate represents the pinnacle of dwarven smithing, combining traditional craftsmanship with magical enhancement.
Elven Chain
Price: 5,000 gp | Location: Body | Attunement: Not required | School of Magic: Fae | Mechanical Effect: +1 AC, no proficiency required
A fae-enchanted chain shirt that provides a +1 bonus to AC. The wearer is considered proficient with this armor even if they lack proficiency with medium armor. While wands have largely replaced traditional weapons in Imperial society, fae-enchanted armor like elven chain remains common among elven tribes, who prefer the natural magic of fae enchantments over arcane technology. These armors are often passed down through generations.
Mithral Ring
Price: Priceless (cannot be purchased) | Location: Finger | Attunement: Not required | School of Magic: — | Mechanical Effect: Disadvantage on spell attacks targeting wearer, immune to scrying, can disable/destroy standing magical effects
A legendary ring forged from pure mithral, one of the rarest and most powerful materials in existence. Like mithral daggers, mithral rings are known to exist and can be produced by the dwarven kingdoms, though only an incredibly small number each year. These rings are beyond price and cannot be purchased through normal means—they are artifacts of immense power, often passed down through generations or commissioned from the dwarven smiths at great cost. The Mithral Ring grants the wearer the potential to prevent all magical effects from hitting them. Spell attacks that target the wearer are made at disadvantage, making the wearer significantly more resistant to magical assault. Additionally, the wearer cannot be scryed upon, providing complete protection against divination magic that would otherwise reveal their location, actions, or thoughts. Perhaps most remarkably, the wearer can use the ring to disable or even destroy standing magical effects—a property that makes these rings invaluable against persistent enchantments, magical barriers, and other ongoing magical phenomena. The ring's power to nullify magic makes it one of the most sought-after defensive items in existence, and those who possess them guard them jealously, knowing that such protection against magic is nearly impossible to obtain through any other means.
Shields
Animated Shield
Price: 8,000 gp | Location: Arm | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Floats and protects, hands free
A shield that can animate and float in your space to protect you, leaving your hands free. While animated, it protects you as if you were wielding it. The shield remains animated for 1 minute, until you use a bonus action to end the effect, or until you are incapacitated or die. Particularly valuable for wand-wielders who need both hands free.
Spellguard Shield
Price: 10,000 gp | Location: Arm | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Advantage vs spells, disadvantage on spell attacks
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. In an era where arcane magic is common both in combat and daily life, Spellguard Shields are highly valued by those who face magical threats regularly.
Charms
Shielding Charm
Personal protective enchantments that create energy shields around the wearer, providing damage reduction against most forms of damage. Shielding charms have become increasingly common as arcane enchanting technology has advanced, making personal protection accessible to civilians as well as military personnel.
How Damage Reduction Works: A shielding charm provides a fixed amount of damage reduction (DR) that reduces incoming damage. The DR applies to: - All non-magical damage - All magical damage from sources other than Infernal or Fae magic
Arcane Magic Bonus: Damage reduction is doubled against Arcane magic damage. For example, a standard shielding charm provides 10 DR normally, but 20 DR against Arcane magic.
Burnout: When you take damage that exceeds the charm's DR (after the DR is applied), the charm is burned out and deactivated. A burned-out charm must be recharged using power crystals before it can function again. The recharge cost is equal to 10% of the charm's purchase price in power crystals.
Limitations: Shielding charms cannot be used in situations where they would be under constant strain, such as: - In heavy rain or during storms - Underwater or in other liquid environments - In areas of extreme magical interference - When exposed to continuous environmental hazards
In such conditions, the charm automatically deactivates to prevent burnout from constant strain.
Quality Levels: Shielding charms are available in four quality levels:
Weak Shielding Charm
Price: 100 gp | Location: Worn on person | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: 5 DR (10 vs Arcane), burns out when overcome
A basic shielding charm providing minimal protection. Suitable for civilians who need basic protection but cannot afford more expensive options.
Shielding Charm (Standard)
Price: 500 gp | Location: Worn on person | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: 10 DR (20 vs Arcane), burns out when overcome
The most common type of shielding charm, providing reliable protection for most situations. Standard equipment for many military units and civilians who can afford personal protection.
Greater Shielding Charm
Price: 2,000 gp | Location: Worn on person | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: 20 DR (40 vs Arcane), burns out when overcome
Enhanced shielding charms that provide significant protection. Favored by experienced adventurers, elite military units, and those who face regular danger.
Superior Shielding Charm
Price: 10,000 gp | Location: Worn on person | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: 30 DR (60 vs Arcane), burns out when overcome
Advanced shielding charms representing the pinnacle of personal protective enchantments. Extremely effective but expensive, typically used by high-ranking military officers, wealthy adventurers, and those who require maximum protection.
The proliferation of shielding charms has fundamentally changed personal safety, making it more difficult for surprise attacks to succeed and providing a layer of protection that was previously available only to skilled mages or those with divine protection. However, their vulnerability to Infernal and Fae magic, as well as their tendency to burn out under heavy damage, means they are not a perfect defense.
Related: Mechanics Index | Mechanics/Items/Magic Item Attunement | Mechanics/Items/Magic/Magic Weapons | Mechanics/Items/Magic/Magic Vehicles | Mechanics/Items/Magic/General Magic Items | Mechanics/Items/Mundane/Armor