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Armor and Shields

Wretched Hives · Equipment

Adventuring through the different worlds of Star Wars shows limitless variety across cultures, varying drastically by their values and technological availability. Many cultures create similar items, but using different materials, granting their items a unique flair. The Armor table shows some examples of how commonly available types of armor found in the game differ, depending on the materials used.

The Armor table shows the cost, weight, and other properties of these types of armor worn in the worlds of Star Wars.

Armor and Shield Proficiency

Anyone can put on a suit of armor or wield a shield. Only those proficient in the armor's use know how to wear it effectively, however. 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 force- or tech-cast.

If you have proficiency in armor, you have proficiency in the appropriate shield as well.

Armor Class (AC)

Armor protects its wearer from attacks. The armor (and shield) you wear determines your Armor Class.

Armor Materials

In addition to form and function, armor varies greatly based on material. Beyond those standard materials universally available to armor, you might find armor made with more specialized and scarce materials. Armor made with these materials offers a unique strength, but also a weakness. Additionally, the armor's cost increases by an amount, based on the armor's type, as shown in the Armor Type Cost Increase table below:

Armor Type Cost Increase
Armor Type Cost Increase
Light armor 1,000 cr
Medium armor 2,000 cr
Heavy armor 6,000 cr
Armor Type Cost Increase
Light shield 250 cr
Medium shield 750 cr
Heavy shield 1,500 cr

Only physical shields can be crafted using alternative armor materials. Additionally, barding can be created using alternative armor materials.

Multiple Materials

Armor and shields can be made using an amalgam of materials. Doing so increases the cost of the armor or shield for each material used in its creation, and the number of materials used can't exceed half the crafter's proficiency bonus, rounded up.

Beskar

Armor and shields made from beskar gains the regulated property, but also the strength 11 property. If the armor or shield would already have the strength property, instead increase the strength number by 2.

Bone

Bone armor and shields have the barbed (1d4) and spiked (1d4) properties, respectively, but suffer a -1 penalty to Armor Class.

Crystadium

Armor and shields made from crystadium has the absorptive 1 property, but also the rigid and imbalanced properties, respectively.

Durafiber

Durafiber armor and shields have their strength number reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the strength number is 11, this removes the strength property from it entirely. If the armor or shield lacks the strength property, it instead gains the lightweight property. Additionally, durafiber armor and shields suffer a -1 penalty to Armor Class.

Duranium

Armor and shields made from duranium gain the reactive 1 and responsive 1 properties, respectively, but also the cumbersome property.

Durasteel

Durasteel armor has the impermeable 2 and rigid properties. Durasteel shields have the interlocking and imbalanced properties.

Duravlex

Armor and shields made from duravlex have the silent and concealing properties, respectively, but suffer a -1 penalty to Armor Class.

Fleximetal

Fleximetal armor and shields gain the avoidant 1 property, but also the strength 11 property. If the armor or shield would already have the strength property, instead increase the strength number by 2.

Laminanium

Armor and shields made from laminanium gain the obscured and lambent properties, respectively, but also the cumbersome property.

Neutronium

Neutronium armor and shields gain the insulated 1 property, but also the strength 11 property. If the armor or shield would already have the strength property, instead increase the strength number by 2.

Plastoid

Armor made from plastoid has the reinforced and rigid properties. Shields made from plastoid have the anchor and imbalanced properties.

Quadanium

Quadanium armor and shields gain the charging 1 property, but also the cumbersome property.

Armor Properties

Many armors and shield have special properties related to their use, as shown in the Armor table. You must be proficient in and wearing armor or wielding a shield to benefit from its special properties.

Absorptive

When you are wearing armor or wielding a shield with this property, damage that you take from weapons is reduced by an amount equal to the absorptive number. If this would reduce the damage to 0, the damage is instead reduced to 1.

Agile

While wearing armor or wielding a shield with this property, your Dexterity score becomes equal to the agile number. If your Dexterity is already equal to or greater than the agile number, it has no effect on you.

Anchor

A shield with this property can be used to provide cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a heavy shield provides three-quarters cover.

Avoidant

When wearing armor or wielding a shield with this property and a creature makes an attack against you, the critical hit range decreases by an amount equal to the avoidant number, to a minimum of 1.

Barbed

When you succeed on a Strength (Athletics) check to initiate or maintain a grapple while wearing armor with this property, the creature takes kinetic damage using the barbed damage (which appears in parentheses with the property) + your Strength modifier.

Charging

When you take damage while wearing armor or wielding a shield with this property, you gain a charge. You can store a maximum number of charges equal to the charging number, and the charges last for 1 minute. The next time you hit with a melee weapon attack while you have charges, you deal additional damage of the same type as the weapon's damage equal to the number of charges stored, and the charges are expended.

Concealing

While wielding a shield with this property, you have advantage on Dexterity (Stealth) checks that rely on sight.

Cumbersome

While wearing armor or wielding a shield with this property, your speed is reduced by 5.

Gauntleted

While wearing armor with this property, your unarmed strikes deal kinetic damage using the gauntleted damage (which appears in parentheses with the property) + your Strength modifier.

Imbalanced

When you are critically hit while wielding a shield with this property, you can't take reactions until the start of your next turn, and you gain no AC benefit from your shield against the next attack against you before the start of your next turn.

Impermeable 2

Armor with this property includes the limited functions of a number of enviromental suits equal the impermeable number from the list below, which are either included in parentheses with the property or determined by the GM. Additionally, it includes 4 hours' capacity of oxygen, which can be replenished by oxygen tanks.

  • Chemical Suit: You are immune to the corroded condition.
  • Conductive Suit: You are immune to the shocked condition.
  • Dampening Suit: You are immune to the deafened condition, and you can't have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sound.
  • Diving Suit: You are protected from the hazards associated with high pressure environments.
  • Flame-Proof Suit: You are immune to the ignited condition.
  • Hazard Suit: You are immune to the poisoned condition.
  • Mind-Shielding Suit: You have advantage on saving throws to avoid being frightened, and you have advantage on saving throws to avoid having your mind read or affected.
  • Space Suit: You are protected from the hazards associated with low pressure environments.
  • Stabilizer Suit: You have advantage on ability checks and saving throws to avoid being moved.

Insulated

When you make a saving throw against an effect that would deal ion or lightning damage while wearing armor or wielding a shield with this property, you can treat a d20 roll of below the insulated number as the insulated number.

Interlocking

While wielding a shield with this property within 5 feet of a friendly creature who is also wielding a shield with this property, you can both use your reactions on either of your turns to interlock the shields. While interlocked, both creatures gain a bonus to AC equal to the interlocking number. If at any point the creatures are more than 5 feet from each other, the shields immediately de-interlock, and this effect ends.

Lambent

While wielding a shield with this property, you can use a bonus action to activate or deactivate the shield's light. While active, the shield sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Additionally, Dexterity (Stealth) checks made while the shield's light is active that rely on sight have disadvantage.

Lightweight

Armor and shields with this property have their weight reduced by half.

Magnetic

While you are wielding a shield with this property and a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check, DC equal to the magnetic number. On a failed save, the creature's weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

Obscured

While wearing armor or wielding a shield with this property, electronic sensors and cameras have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks against you that rely on sight.

Powered

While wearing armor with this property, your Strength score becomes equal to the powered number. If your Strength is already equal to or greater than the powered number, it has no effect on you.

Reactive

When you are wearing armor with this property and a creature hits you with an attack roll, you gain a bonus to AC against the next attack from that creature before the start of your next turn equal to the reactive number.

Regulated

When you are wearing armor or wielding a shield with this property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

Reinforced

When you make a long jump while wearing armor with this property, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Responsive

While you are wielding a shield with this property and an attack misses you by an amount less than or equal to your bonus to AC from your shield, you gain a bonus to AC against the next attack from that creature before the start of your next turn equal to the responsive number.

Rigid

While wearing armor with this property, you add half your Dexterity modifier (rounded down), instead of your full Dexterity modifier, to Dexterity saving throws you make. If your Dexterity modifier is negative, you instead subtract the full modifier.

Silent

While wearing armor with this property, you have advantage on Dexterity (Stealth) checks that rely on sound.

Spiked

When you succeed on a Strength (Athletics) check to shove or trip a creature while wielding a shield with this property, the creature takes kinetic damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier. If you use a shield with this property as an improvised weapon, the damage increases by one step (from d4 to d6, d6 to d8, or d8 to 2d4).

Steadfast

While wearing armor or wielding a shield with this property, you have advantage on Strength checks and Strength saving throws to avoid being moved.

Versatile

A shield with this property can be used with one or two hands. While wielded in two hands, you gain an additional bonus to AC equal to the versatile number.

Armor and Shields
Name Cost Armor Weight Properties
Light Armor
Duranium combat suit 1,100 cr 11 + Dex modifier 10.00 lb Cumbersome, reactive 1
Duravlex fiber armor 1,450 cr 11 + Dex modifier 13.00 lb Silent
Fleximetal fiber armor 1,450 cr 12 + Dex modifier 13.00 lb Avoidant 1, strength 11
Medium Armor
Neutronium mesh 2,500 cr 13 + Dex modifier (max 2) 20.00 lb Insulated 5, strength 11
Beskar weave armor 3,000 cr 14 + Dex modifier (max 2) 25.00 lb Regulated, strength 11
Plastoid composite 4,500 cr 15 + Dex modifier (max 2) 45.00 lb Bulky, reinforced, rigid
Heavy Armor
Durafiber battle armor 6,750 cr 15 55.00 lb Bulky, strength 11
Laminanium assault 8,000 cr 17 60.00 lb Bulky, cumbersome, obscured, strength 15
Durasteel exoskeleton 15,000 cr 18 65.00 lb Bulky, impermeable 2, rigid, strength 17
Shield
Bone light shield 300 cr +0 6.00 lb Spiked (1d4)
Crystadium medium shield 900 cr +2 18.00 lb Absorptive 1, imbalanced, strength 13
Quadanium heavy shield 2,000 cr +3 36.00 lb Charging 1, cumbersome, obtrusive, strength 15