Difference between revisions of "Dragon Armor (3.5e Equipment)"

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{{3.5e Armor
 
{{3.5e Armor
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|name=Dragon Armor
 
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Dragon armor is a formidable full-body armor that grants protection similar to that of a [[SRD:Full Plate Armor|full plate]], but is surprisingly easy to move around in. The most flexible dragonhide and lightweight chainmail makes the underlay, while the breast-and-back, tassets, pauldrons, armets, greaves, gauntlets, sabatons and helmets are made from interwoven dragonscale reinforced with ridges of dragonbone.  
 
Dragon armor is a formidable full-body armor that grants protection similar to that of a [[SRD:Full Plate Armor|full plate]], but is surprisingly easy to move around in. The most flexible dragonhide and lightweight chainmail makes the underlay, while the breast-and-back, tassets, pauldrons, armets, greaves, gauntlets, sabatons and helmets are made from interwoven dragonscale reinforced with ridges of dragonbone.  
  
Dragon armor is hard to refit, and with mundane tools the fit can only be altered by up to a few percent from the original tailoring without using additional material. Since dragonhide, scale and bone are exceedingly rare and the armors were tailored to a specific user, there is an enormously competitive market for dragon armor, where suits are traded between collectors for highly inflated prices in the hopes of obtaining one that can be modified to provide a proper fit. Wearing dragon armor that isn't properly fit reduces the maximum [[SRD:Dexterity|Dexterity]] bonus to [[SRD:Armor Class|AC]] by 2, and increases the [[SRD:Armor Check Penalty|armor check penalty]] by 3. It is possible to refit a dragon armor to any body shape of a similar creature type and size category with the help of a ''[[SRD:Fabricate|fabricate]]'' spell, but the caster must also succeed in the [[SRD:Craft Skill|Craft]] checks necessary to craft the armor for the result to be effective.  
+
Dragon armor is hard to refit, and with mundane tools the fit can only be altered by up to a few percent from the original tailoring without using additional material. Since dragonhide, scale and bone are exceedingly rare and the armors were tailored to a specific user, there is an enormously competitive market for dragon armor, where suits are traded between collectors for highly inflated prices in the hopes of obtaining one that can be modified to provide a proper fit. It is to the point that you can expect to spend at least twice the market price and a lot of time and effort to obtain an armor that fits you unless you have magic or unless you have the dragon materials and either craft it yourself or have it crafted by a skilled armorsmith.  
 +
 
 +
It is possible to refit a dragon armor to any body shape of a similar creature type and size category with the help of a ''[[SRD:Fabricate|fabricate]]'' spell, but the caster must also succeed in the [[SRD:Craft Skill|Craft]] checks necessary to craft the armor for the result to be effective.
 +
 
 +
Wearing dragon armor that isn't properly fit to your person reduces the maximum [[SRD:Dexterity|Dexterity]] bonus to [[SRD:Armor Class|AC]] by 2, and increases the [[SRD:Armor Check Penalty|armor check penalty]] by 3.  
  
 
Dragon armor is fashioned from the hide, scales and bone of a specific type of [[SRD:Dragon Type|dragon]]. The species of dragon determines some of the armor's effects, as below. Using only the premium parts, a [[SRD:Huge Size|Huge]] dragon or 2 [[SRD:Large Size|Large]] dragons is enough for 1 suit of dragon armor for a [[SRD:Medium Size|Medium]] creature. A [[SRD:Gargantuan Size|Gargantuan]] dragon can make 2 suits, and a [[SRD:Colossal Size|Colossal]] dragon can make 4 suits. The dragon armor is always [[SRD:Masterwork|masterwork]]; price and benefits are subsumed in the above statistics.
 
Dragon armor is fashioned from the hide, scales and bone of a specific type of [[SRD:Dragon Type|dragon]]. The species of dragon determines some of the armor's effects, as below. Using only the premium parts, a [[SRD:Huge Size|Huge]] dragon or 2 [[SRD:Large Size|Large]] dragons is enough for 1 suit of dragon armor for a [[SRD:Medium Size|Medium]] creature. A [[SRD:Gargantuan Size|Gargantuan]] dragon can make 2 suits, and a [[SRD:Colossal Size|Colossal]] dragon can make 4 suits. The dragon armor is always [[SRD:Masterwork|masterwork]]; price and benefits are subsumed in the above statistics.
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*Dragon armor counts as a masterwork skill tool for the [[SRD:Intimidate Skill|Intimidate]] skill. When you use the [[SRD:Intimidate Skill|Intimidate]] skill, you may choose to effect any number of creatures within 20 feet of you.
 
*Dragon armor counts as a masterwork skill tool for the [[SRD:Intimidate Skill|Intimidate]] skill. When you use the [[SRD:Intimidate Skill|Intimidate]] skill, you may choose to effect any number of creatures within 20 feet of you.
 
*The AC counts as 2 higher when fighting enemies of the [[SRD:Dragon Type|Dragon]] type.
 
*The AC counts as 2 higher when fighting enemies of the [[SRD:Dragon Type|Dragon]] type.
*Some of the latent dragon magic is still within the scales of the armor. The armor grants additional resistances and benefits from the [[#Table|table]] below, depending on the species of dragon the armor is made from. All [[SRD:Caster Level|caster levels]] are equal to your character level and save DCs are [[SRD:Charisma|Charisma]]-based. Note that wearing a dragon armor is likely to incite unfriendliness or even outright hostility from dragons of similar alignment to the species that the armor is made of, though it will likewise have benefits when dealing with dragons that consider that dragon species their enemy.
+
*Some of the latent dragon magic is still within the scales of the armor. The armor grants additional resistances and benefits from the [[#Table|table]] below, depending on the species of dragon the armor is made from. All [[SRD:Caster Level|caster levels]] are equal to your character level and save DCs are [[SRD:Charisma|Charisma]]-based. Note that wearing a dragon armor may incite unfriendliness or even outright hostility from certain species of dragonkind, depending on the situation.
  
 
:{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
:{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
|+ {{Anchor|Table}}: Dragon Armor by Species
 
|+ {{Anchor|Table}}: Dragon Armor by Species
! Chromatic || Resistances || Secondary Effects
+
! d%<sup>1</sup> || Chromatic || Resistances || Secondary Effects
 +
|-
 +
| 01-06 || [[SRD:Black Dragon|Black]] || [[SRD:Acid Effect|Acid]] 15 || Within 10 feet of you, bright illumination becomes shadowy, and shadowy<br>illumination becomes darkness.
 
|-
 
|-
| [[SRD:Black Dragon|Black]] || [[SRD:Acid Effect|Acid]] 15 || Within 10 feet of you, bright illumination becomes shadowy, and shadowy<br>illumination becomes darkness.
+
| 07-12 || [[SRD:Blue Dragon|Blue]] || [[SRD:Electricity Effect|Electricity]] 15 || Any sources of water-based liquid on your person last twice as long.<br>This includes [[SRD:Potion|potions]], which can be drunk twice before expiring.
 
|-
 
|-
| [[SRD:Blue Dragon|Blue]] || [[SRD:Electricity Effect|Electricity]] 15 || Any sources of water-based liquid on your person last twice as long.
+
| 13-18 || [[SRD:Green Dragon|Green]] || [[SRD:Acid Effect|Acid]] 15 || You can use ''[[SRD:Speak with Plants|speak with plants]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] once per day.
 
|-
 
|-
| [[SRD:Green Dragon|Green]] || [[SRD:Acid Effect|Acid]] 15 || You can hold your breath twice as long, and the interval between taking<br>[[SRD:Nonlethal Damage|nonlethal damage]] due to [[SRD:Suffocation|suffocation]] is twice as long as normal.  
+
| 19-24 || [[SRD:Red Dragon|Red]] || [[SRD:Fire Effect|Fire]] 15 || You can use ''[[SRD:Locate Object|locate object]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] twice per day.  
 
|-
 
|-
| [[SRD:Red Dragon|Red]] || [[SRD:Fire Effect|Fire]] 15 || You can use ''[[SRD:Locate Object|locate object]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] twice per day.  
+
| 25-30 || [[SRD:White Dragon|White]] || [[SRD:Cold Effect|Cold]] 15 || Your do not need to make any checks for walking or running on ice and<br>may coat one 10-foot square in slippery ice as a [[SRD:Standard Action|standard action]]. This is<br>equivalent to a ''[[SRD:Grease|grease]]'' [[SRD:Spell-Like Ability|spell-like ability]] usable three times per day.  
 
|-
 
|-
| [[SRD:White Dragon|White]] || [[SRD:Cold Effect|Cold]] 15 || Your do not need to make any checks for walking or running on ice and<br>may coat one 10-foot square in slippery ice as a [[SRD:Standard Action|standard action]]. This is<br>equivalent to a ''[[SRD:Grease|grease]]'' [[SRD:Spell-Like Ability|spell-like ability]] usable three times per day.
+
! d%<sup>1</sup> || Metallic || Resistances || Secondary Effects
 
|-
 
|-
! Metallic || Resistances || Secondary Effects
+
| 31-36 || [[SRD:Brass Dragon|Brass]] || [[SRD:Fire Effect|Fire]] 15 || You gain [[Druid#Wild Empathy|wild empathy]].
 
|-
 
|-
| [[SRD:Brass Dragon|Brass]] || [[SRD:Fire Effect|Fire]] 15 || You gain a +8 bonus to saving throws aginst sleep effects.
+
| 37-42 || [[SRD:Bronze Dragon|Bronze]] || [[SRD:Electricity Effect|Electricity]] 15 || You can use ''[[SRD:Water Breathing|water breathing]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] (self only) once per day.
 
|-
 
|-
| [[SRD:Bronze Dragon|Bronze]] || [[SRD:Electricity Effect|Electricity]] 15 || You gain [[Druid#Wild Empathy|wild empathy]].
+
| 43-48 || [[SRD:Copper Dragon|Copper]] || [[SRD:Acid Effect|Acid]] 15 || You can use ''[[SRD:Stone Shape|stone shape]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] once per day, but the<br>casting time is 1 minute for every cubic foot of stone you shape.
 
|-
 
|-
| [[SRD:Copper Dragon|Copper]] || [[SRD:Acid Effect|Acid]] 15 || You can use ''[[SRD:Stone Shape|stone shape]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] once per day, but the<br>casting time is 1 minute for every cubic foot of stone you shape.
+
| 49-54 || [[SRD:Gold Dragon|Gold]] || [[SRD:Fire Effect|Fire]] 15 || You can use the ''[[SRD:Gold Dragon#Detect Gems|detect gems]]'' ability for 1 minute/level per day.
 
|-
 
|-
| [[SRD:Gold Dragon|Gold]] || [[SRD:Fire Effect|Fire]] 15 || You can use the ''[[SRD:Gold Dragon#Detect Gems|detect gems]]'' ability for 1 minute/level per day.
+
| 55-60 || [[SRD:Silver Dragon|Silver]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Cold Effect|Cold]] 10 || You may use ''[[SRD:Feather Fall|feather fall]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] twice per day.
 
|-
 
|-
| [[SRD:Silver Dragon|Silver]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Cold Effect|Cold]] 10 || You may use ''[[SRD:Feather Fall|feather fall]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] twice per day.
+
! d%<sup>1</sup> || [[Primeval Dragons (3.5e Monster)|Primeval]] || Resistances || Secondary Effects
 
|-
 
|-
! [[Primeval Dragons (3.5e Monster)|Primeval]] || Resistances || Secondary Effects
+
| 61-63 || [[Calefact Dragon (3.5e Monster)|Calefact]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Fire Effect|Fire]] 10 || You gain [[SRD:Damage Reduction|damage reduction]] 3/[[SRD:Cold Iron|cold iron]] and level 2 cold protection (see<br>''Protection against Cold'', [[Publication:Frostburn|Frostburn]] pg. 9).
 
|-
 
|-
| [[Calefact Dragon (3.5e Monster)|Calefact]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Fire Effect|Fire]] 10 || You gain [[SRD:Damage Reduction|damage reduction]] 3/[[SRD:Cold Iron|cold iron]] and level 2 cold protection (see<br>''Protection against Cold'', [[Publication:Frostburn|Frostburn]] pg. 9).
+
| 64-66 || [[Cerulean Dragon (3.5e Monster)|Cerulean]] || [[SRD:Cold Effect|Cold]] 10, [[SRD:Electricity Effect|Electricity]] 10 || You gain the [[Cerulean Dragon (3.5e Monster)#Cerulean Shield|cerulean shield]] of a very young [[Cerulean Dragon (3.5e Monster)|cerulean dragon]], without<br>the [[SRD:Deflection Bonus|deflection bonus]].
 
|-
 
|-
| [[Cerulean Dragon (3.5e Monster)|Cerulean]] || [[SRD:Cold Effect|Cold]] 10, [[SRD:Electricity Effect|Electricity]] 10 || You gain a +4 bonus to [[SRD:Will|Will]] saves vs [[SRD:Compulsion Subschool|compulsions]].
+
| 67-69 || [[Gelidus Dragon (3.5e Monster)|Gelidus]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Cold Effect|Cold]] 10 || You gain [[SRD:Damage Reduction|damage reduction]] 3/[[Meteoric Iron (3.5e Equipment)|meteoric iron]] and level 2 heat protection<br>(see ''Protection against Heat'', [[Publication:Sandstorm|Sandstorm]] pg. 14).
 
|-
 
|-
| [[Gelidus Dragon (3.5e Monster)|Gelidus]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Cold Effect|Cold]] 10 || You gain [[SRD:Damage Reduction|damage reduction]] 3/[[Meteoric Iron (3.5e Equipment)|meteoric iron]] and level 2 heat protection<br>(see ''Protection against Heat'', [[Publication:Sandstorm|Sandstorm]] pg. 14).
+
| 70-71 || [[Lethus Dragon (3.5e Monster)|Lethus]] || [[SRD:Inflict Light Wounds|Negative Energy]] 15 || You gain 1 temporary [[SRD:Power Points|power point]]/character level once per day.<br>Furthermore, you have a +4 bonus to saving throws vs [[SRD:Death Effect|death]] effects.
 +
|-
 +
| 72 || [[Malcurion Dragon (3.5e Monster)|Malcurion]] || [[SRD:Cold Effect|Cold]] 10 and [[SRD:Fire Effect|Fire]] 10 || You gain 5 [[SRD:Temporary Hit Points|temporary hit points]] at the start of every turn. These do not<br>stack. You gain a +4 bonus to saving throws against [[SRD:Light Effect|light]] and radiation<br>effects.
 
|-
 
|-
| [[Lethus Dragon (3.5e Monster)|Lethus]] || [[SRD:Inflict Light Wounds|Negative Energy]] 15 || You gain a +4 bonus to saving throws against [[SRD:Death Effect|death]] effects, [[SRD:Energy Drain, Negative Levels, and Level Loss#Energy Drain|energy<br>drain]], and negative energy effects.
+
| 73-74 || [[Olympus Dragon (3.5e Monster)|Olympus]] || [[SRD:Acid Effect|Acid]] 5, [[SRD:Cold Effect|Cold]] 5,<br>[[SRD:Electricity Effect|Electricity]] 5, [[SRD:Fire Effect|Fire]] 5 || You cast [[SRD:Healing Subschool|healing]] spells and spells with the [[SRD:Light Effect|Light]] descriptor at +2 [[SRD:Caster Level|caster<br>level]].
 
|-
 
|-
| [[Malcurion Dragon (3.5e Monster)|Malcurion]] || [[SRD:Cold Effect|Cold]] 10 and [[SRD:Fire Effect|Fire]] 10 || You gain 5 [[SRD:Temporary Hit Points|temporary hit points]] at the start of every turn. These do not<br>stack. You gain a +4 bonus to saving throws against [[SRD:Light Effect|light]] and radiation<br>effects.
+
| 75-76 || [[Orichalcum Dragon (3.5e Monster)|Orichalcum]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Electricity Effect|Electricity]] 10 || You gain 50% [[Hinder Energy (3.5e Creature Ability)|hindrance]] and a +4 bonus to saving throws against spells<br>and effects that [[SRD:Disintegrate|disintegrate]], [[SRD:Destruction|destroy]] or [[Singularity (3.5e Spell)|annihilate]] matter.
 
|-
 
|-
| [[Olympus Dragon (3.5e Monster)|Olympus]] || [[SRD:Acid Effect|Acid]] 5, [[SRD:Cold Effect|Cold]] 5,<br>[[SRD:Electricity Effect|Electricity]] 5, [[SRD:Fire Effect|Fire]] 5 || You cast [[SRD:Healing Subschool|healing]] spells and spells with the [[SRD:Light Effect|Light]] descriptor at +2 [[SRD:Caster Level|caster<br>level]].
+
| 77-78 || [[Qilung Dragon (3.5e Monster)|Qilung]] || [[SRD:Cold Effect|Cold]] 15 || You gain a +4 bonus to saves against [[SRD:Water Effect|water]] effects and cast spells with<br>the [[SRD:Water Effect|Water]] descriptor at +2 [[SRD:Caster Level|caster level]].
 
|-
 
|-
| [[Orichalcum Dragon (3.5e Monster)|Orichalcum]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Electricity Effect|Electricity]] 10 || You gain 50% [[Hinder Energy (3.5e Creature Ability)|hindrance]] and a +4 bonus to saving throws against spells<br>and effects that [[SRD:Disintegrate|disintegrate]], [[SRD:Destruction|destroy]] or [[Singularity (3.5e Spell)|annihilate]] matter.
+
| 79-80 || [[Tempest Dragon (3.5e Monster)|Tempest]] || [[SRD:Electricity Effect|Electricity]] 15 || You may use the [[Tempest Dragon (3.5e Monster)|lightning blink]] ability of a wyrmling [[Tempest Dragon (3.5e Monster)|tempest dragon]] 3/day.
 
|-
 
|-
| [[Qilung Dragon (3.5e Monster)|Qilung]] || [[SRD:Cold Effect|Cold]] 15 || You gain a +4 bonus to saves against [[SRD:Water Effect|water]] effects and cast spells with<br>the [[SRD:Water Effect|Water]] descriptor at +2 [[SRD:Caster Level|caster level]].
+
! d%<sup>1</sup> || Other || Resistances || Secondary Effects
 
|-
 
|-
| [[Tempest Dragon (3.5e Monster)|Tempest]] || [[SRD:Electricity Effect|Electricity]] 15 || You may use the [[Tempest Dragon (3.5e Monster)|lightning blink]] ability of a wyrmling [[Tempest Dragon (3.5e Monster)|tempest dragon]] 3/day.
+
| 81-84 || [[Dreg Dragon (3.5e Monster)|Dreg]] || [[SRD:Acid Effect|Acid]] 15 || You exude a [[SRD:Sickened|sickening]] aura that affects any living creature within a 10-<br>foot-emanation. Creatures that don't breathe, are immune to inhaled<br>poisons, or that otherwise cover their nose and mouth are unaffected.
 
|-
 
|-
! Other || Resistances || Secondary Effects
+
| 85-87 || [[SRD:Force Dragon|Force]] || [[SRD:Force Effect|Force]] 15 || You gain a +8 bonus to saving throws aginst [[SRD:Paralyzed|paralysis]] effects.
 
|-
 
|-
| [[Dreg Dragon (3.5e Monster)|Dreg]] || [[SRD:Acid Effect|Acid]] 15 || You exude a [[SRD:Sickened|sickening]] aura that affects any living creature within a 10-<br>foot-emanation. Creatures that don't breathe, are immune to inhaled<br>poisons, or that otherwise cover their nose and mouth are unaffected.
+
| 88-90 || [[Lexicon Dragon (3.5e Monster)|Lexicon]] || [[SRD:Sonic Effect|Sonic]] 15 || The save DC of your utterances increases by +1, and the [[SRD:Hit Points|hit point]]<br>threshold of your [[SRD:Power Word Blind|power word]] spells increases by 20%.
 
|-
 
|-
| [[SRD:Force Dragon|Force]] || [[SRD:Force Effect|Force]] 15 || You gain a +8 bonus to saving throws aginst [[SRD:Paralyzed|paralysis]] effects.
+
| 91-94 || [[Opal Dragon (3.5e Monster)|Opal]] || [[SRD:Cure Light Wounds|Positive Energy]] 15 || You gain [[SRD:Fast Healing|fast healing]] 1, and the armor standardly casts white light as a<br>''[[SRD:Light|light]]'' spell. The light may be turned on and off as a free action.
 
|-
 
|-
| [[Lexicon Dragon (3.5e Monster)|Lexicon]] || [[SRD:Sonic Effect|Sonic]] 15 || The save DC of your utterances increases by +1, and the [[SRD:Hit Points|hit point]]<br>threshold of your [[SRD:Power Word Blind|power word]] spells increases by 20%.
+
| 95-97 || [[SRD:Prismatic Dragon|Prismatic]] || [[SRD:Acid Effect|Acid]] 5, [[SRD:Cold Effect|Cold]] 5,<br>[[SRD:Electricity Effect|Electricity]] 5, [[SRD:Fire Effect|Fire]] 5 || You gain a +4 bonus to saving throws against [[SRD:Light Effect|light]] effects. If the effect is<br>[[SRD:Prismatic Spray|prismatic]] in nature, the bonus increases to +8.
 
|-
 
|-
| [[SRD:Prismatic Dragon|Prismatic]] || [[SRD:Acid Effect|Acid]] 5, [[SRD:Cold Effect|Cold]] 5,<br>[[SRD:Electricity Effect|Electricity]] 5, [[SRD:Fire Effect|Fire]] 5 || You gain a +4 bonus to [[SRD:Light Effect|light]] effects. If the effect is [[SRD:Prismatic Spray|prismatic]] in nature, the<br>bonus increases to +8.
+
| 98-100 || [[Time Dragon (3.5e Monster)|Time]] || [[SRD:Cure Light Wounds|Positive Energy]] 10,<br>[[SRD:Inflict Light Wounds|Negative Energy]] 10 || You can use ''[[SRD:Time Hop|time hop]]'' (self only) as a [[SRD:Psi-Like Ability|psi-like ability]] once per day.
 
|-
 
|-
| [[Time Dragon (3.5e Monster)|Time]] || [[SRD:Cure Light Wounds|Positive Energy]] 10,<br>[[SRD:Inflict Light Wounds|Negative Energy]] 10 || You can use ''[[SRD:Time Hop|time hop]]'' as a [[SRD:Psi-Like Ability|psi-like ability]] once per day.
+
| class="foot" colspan="4" |
 +
# Loot table. These numbers are meant for the material plane. On other planes, certain types of dragons may be vastly more prevalent.
 
|}
 
|}
  
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----
 
----
{{3.5e Armors Breadcrumb}}
+
{{3.5e Expanded Armor Breadcrumb}}
 
[[Category:3.5e]]
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User]]

Latest revision as of 13:09, 20 June 2018

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Author: Sulacu (talk)
Date Created: November 23, 2016
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Dragon Armor.png
A hero clad in red dragon armor.

Dragon Armor[edit]

Ahh, dragon slaying. Knighthood's greatest calling. Throughout the ages, many great heroes partook in the campaigns against mighty and terrible dragons. These precious suits of armor serve as evidence of these great victories.

Dragon Armor (Heavy)
Size Humanoid
Cost
Nonhumanoid
Cost
Armor
Bonus
Weight Hit
Points
Small 7000 gp 14000 gp +8 25 lb. 60
Medium 7000 gp 14000 gp +8 50 lb. 60
Non-Standard Sizes
Fine 3500 gp 7000 gp +2 5 lb. 60
Diminutive 3500 gp 7000 gp +2 5 lb. 60
Tiny 3500 gp 7000 gp +2 5 lb. 60
Large 14000 gp 28000 gp +8 100 lb. 60
Huge 28000 gp 56000 gp +8 250 lb. 60
Gargantuan 56000 gp 112000 gp +8 400 lb. 60
Colossal 112000 gp 224000 gp +8 600 lb. 60
Maximum
Dex Bonus
Armor Check
Penalty
Arcane Spell
Failure
Hardness
+2 -4 25% 15
Speed1
Base 20 ft. 30 ft. 40 ft. 50 ft. 60 ft. 70 ft. 80 ft. 90 ft. 100 ft.
Armored 15 ft. 20 ft. 30 ft. 35 ft. 40 ft. 50 ft. 55 ft. 60 ft. 70 ft.
  1. When running in heavy armor, you move only triple your speed, not quadruple.
Don Don Hastily Remove
4 minutes2 4 minutes1 1d4+1 minutes1
  1. If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can't help each other don armor at the same time.
  2. The wearer must have help to don this armor. Without help, it can be donned only hastily.

Dragon armor is a formidable full-body armor that grants protection similar to that of a full plate, but is surprisingly easy to move around in. The most flexible dragonhide and lightweight chainmail makes the underlay, while the breast-and-back, tassets, pauldrons, armets, greaves, gauntlets, sabatons and helmets are made from interwoven dragonscale reinforced with ridges of dragonbone.

Dragon armor is hard to refit, and with mundane tools the fit can only be altered by up to a few percent from the original tailoring without using additional material. Since dragonhide, scale and bone are exceedingly rare and the armors were tailored to a specific user, there is an enormously competitive market for dragon armor, where suits are traded between collectors for highly inflated prices in the hopes of obtaining one that can be modified to provide a proper fit. It is to the point that you can expect to spend at least twice the market price and a lot of time and effort to obtain an armor that fits you unless you have magic or unless you have the dragon materials and either craft it yourself or have it crafted by a skilled armorsmith.

It is possible to refit a dragon armor to any body shape of a similar creature type and size category with the help of a fabricate spell, but the caster must also succeed in the Craft checks necessary to craft the armor for the result to be effective.

Wearing dragon armor that isn't properly fit to your person reduces the maximum Dexterity bonus to AC by 2, and increases the armor check penalty by 3.

Dragon armor is fashioned from the hide, scales and bone of a specific type of dragon. The species of dragon determines some of the armor's effects, as below. Using only the premium parts, a Huge dragon or 2 Large dragons is enough for 1 suit of dragon armor for a Medium creature. A Gargantuan dragon can make 2 suits, and a Colossal dragon can make 4 suits. The dragon armor is always masterwork; price and benefits are subsumed in the above statistics.

The dragon armor grants the following benefits when worn, on top of its general protective capabilities:

  • Dragon armor counts as a masterwork skill tool for the Intimidate skill. When you use the Intimidate skill, you may choose to effect any number of creatures within 20 feet of you.
  • The AC counts as 2 higher when fighting enemies of the Dragon type.
  • Some of the latent dragon magic is still within the scales of the armor. The armor grants additional resistances and benefits from the table below, depending on the species of dragon the armor is made from. All caster levels are equal to your character level and save DCs are Charisma-based. Note that wearing a dragon armor may incite unfriendliness or even outright hostility from certain species of dragonkind, depending on the situation.
Table: Dragon Armor by Species
d%1 Chromatic Resistances Secondary Effects
01-06 Black Acid 15 Within 10 feet of you, bright illumination becomes shadowy, and shadowy
illumination becomes darkness.
07-12 Blue Electricity 15 Any sources of water-based liquid on your person last twice as long.
This includes potions, which can be drunk twice before expiring.
13-18 Green Acid 15 You can use speak with plants as a spell-like ability once per day.
19-24 Red Fire 15 You can use locate object as a spell-like ability twice per day.
25-30 White Cold 15 Your do not need to make any checks for walking or running on ice and
may coat one 10-foot square in slippery ice as a standard action. This is
equivalent to a grease spell-like ability usable three times per day.
d%1 Metallic Resistances Secondary Effects
31-36 Brass Fire 15 You gain wild empathy.
37-42 Bronze Electricity 15 You can use water breathing as a spell-like ability (self only) once per day.
43-48 Copper Acid 15 You can use stone shape as a spell-like ability once per day, but the
casting time is 1 minute for every cubic foot of stone you shape.
49-54 Gold Fire 15 You can use the detect gems ability for 1 minute/level per day.
55-60 Silver Acid 10, Cold 10 You may use feather fall as a spell-like ability twice per day.
d%1 Primeval Resistances Secondary Effects
61-63 Calefact Acid 10, Fire 10 You gain damage reduction 3/cold iron and level 2 cold protection (see
Protection against Cold, Frostburn pg. 9).
64-66 Cerulean Cold 10, Electricity 10 You gain the cerulean shield of a very young cerulean dragon, without
the deflection bonus.
67-69 Gelidus Acid 10, Cold 10 You gain damage reduction 3/meteoric iron and level 2 heat protection
(see Protection against Heat, Sandstorm pg. 14).
70-71 Lethus Negative Energy 15 You gain 1 temporary power point/character level once per day.
Furthermore, you have a +4 bonus to saving throws vs death effects.
72 Malcurion Cold 10 and Fire 10 You gain 5 temporary hit points at the start of every turn. These do not
stack. You gain a +4 bonus to saving throws against light and radiation
effects.
73-74 Olympus Acid 5, Cold 5,
Electricity 5, Fire 5
You cast healing spells and spells with the Light descriptor at +2 caster
level
.
75-76 Orichalcum Acid 10, Electricity 10 You gain 50% hindrance and a +4 bonus to saving throws against spells
and effects that disintegrate, destroy or annihilate matter.
77-78 Qilung Cold 15 You gain a +4 bonus to saves against water effects and cast spells with
the Water descriptor at +2 caster level.
79-80 Tempest Electricity 15 You may use the lightning blink ability of a wyrmling tempest dragon 3/day.
d%1 Other Resistances Secondary Effects
81-84 Dreg Acid 15 You exude a sickening aura that affects any living creature within a 10-
foot-emanation. Creatures that don't breathe, are immune to inhaled
poisons, or that otherwise cover their nose and mouth are unaffected.
85-87 Force Force 15 You gain a +8 bonus to saving throws aginst paralysis effects.
88-90 Lexicon Sonic 15 The save DC of your utterances increases by +1, and the hit point
threshold of your power word spells increases by 20%.
91-94 Opal Positive Energy 15 You gain fast healing 1, and the armor standardly casts white light as a
light spell. The light may be turned on and off as a free action.
95-97 Prismatic Acid 5, Cold 5,
Electricity 5, Fire 5
You gain a +4 bonus to saving throws against light effects. If the effect is
prismatic in nature, the bonus increases to +8.
98-100 Time Positive Energy 10,
Negative Energy 10
You can use time hop (self only) as a psi-like ability once per day.
  1. Loot table. These numbers are meant for the material plane. On other planes, certain types of dragons may be vastly more prevalent.

Craft (armorsmithing and hideworking) DC 35. Market Price 7,000 gp.



Back to Main Page3.5e HomebrewEquipmentMundane ArmorExpanded Armor

Arcane Spell Failure25% +
Armor Bonus+8 +
Armor Check-4 +
AuthorSulacu +
Cost7000 gp +
Craft DC35 +
Identifier3.5e Equipment +
Max Dex Bonus+2 +
RatingUndiscussed +
SummaryA formidable full-body armor fashioned from dragonhide, dragonscales and dragon bone. +
TitleDragon Armor +
TypeHeavy +
Weight50 lb. +