Armor Quality Enchatments

QualityPrice
+160 gp
+2500 gp
+31000 gp

Minor Armor Enchatments

Adepts Amor

While carrying this item, you gain proficiency in a skill (chosen by the DM or rolled on the table below). If you are already proficient in that skill, your proficiency bonus is doubled for any ability check you make that uses that skill.

Cost. 10 gp


Armor Bond

If the armor is on the same plane of existence as you or in its pocket dimension, you can summon the armor as a bonus action on your turn, causing it to appear around your body - allowing you to instantly don the armor. Alternatively, you can dismiss your armor as a bonus action, causing it to disappear into a pocket dimension where it awaits your summons.

Cost. 5 gp


Hardened Armor

While you wear this armor, any critical hit against you becomes a normal hit. 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.

Cost. 10 gp


Icarus Armor

While wearing this armor, you can use an action to speak its command word. Wings sprout from the armor and remain for 10 minutes or until you speak its command word as an action. The wings give you a flying speed of 60 feet. Once used, this property can’t be used again until the next dawn.

Cost. 50 gp


Major Armor Enchatments

Reactive Armor

When a creature hits you with an attack while wearing this armor, you gain a +3 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Cost. 50 gp


Damage Reduction

Any damage you take from melee, ranged, or spell attacks is reduced by an amount equal to the number indicated in the enchantment tier value.

This effect does not stack with others of its kind (such as the Heavy Armor Master feat).

Cost. 50 gp (3) / 150 gp (4) / 250 gp (5)


Glamoured Armor (Requires Attunement)

While wearing this armor, you have advantage on Charisma (Persuasion) checks. In addition, you can 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.

Cost. 50 gp


Invulnerability

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 a long rest.

Cost. 200 gp


Liars Armor (Requires Attunement)

While carrying this weapon, you have advantage on Deception checks. In addition, while carrying this weapon, you can use a bonus action to make a Charisma (Deception) check against the passive Insight of a creature within 30 feet that can see you. On a success, you have advantage on your attacks against that creature until the end of your turn. This property can’t be used against the same creature until the next dawn.

Cost. 50 gp


Mage Armor (Requires Attunement)

When you fail a saving throw you make to maintain your concentration on a spell while carrying this item, you can reroll the die and must use the new roll.

Cost. 50 gp


Sadist’s Armor (Requires Attunement)

While wearing this armor, you have advantage on Intimidation checks. In addition, while holding it, you can use a bonus action on your turn to make a Charisma (Intimidation) check contested by the Wisdom saving throw of a creature within 30 feet that can see you. On a success, that creature is frightened of you until the start of your next turn. Furthermore, the frightened creature needs to use their reaction to move as far away from you as their movement allows. This property can’t be used against the same creature until the next dawn.

Cost. 50 gp


Versatile Armor (Requires Attunement)

This armor has 3 charges. While wearing it, you can expend 1 or more of its charges as an action to cast jump (1 charge), longstrider (1 charge), or enhance ability (2 charges), targeting yourself. The armor regains all expended charges daily at dawn.

Cost. 100 gp