Search results
Results From The WOW.Com Content Network
Adamantine Armor. Armor (any medium or heavy, except hide armor), uncommon. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit. Applicable Armor: Name. Type.
Adamantine Half Plate. Armor (half plate), uncommon. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection ...
Adamantine Splint. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
To clarify, I'm looking for assigning gp values to Adamantine armor, such as one might expect to pay if the armor were found available for sale. If you use the Downtime guide, that would put the Uncommon value at merely 101-500 gp. I'm wondering if the 'best' way to price Adamantine armor is to simply tack on a minimum of 500 gp to the base.
That said, it is usually better to avoid magic item power escalation. 5e has toned down the magic items and personally, I think this is a good thing. As for especially finely crafted Mithril or Adamantine armor giving additional protective benefits, it ups the power level slightly but shouldn't break anything.
Mithral and Adamantine armor appear under the "Magic Items" header of the DMG, and are listed in the magic item tables (Adamantine armor is actually the very first entry on pg. 150). This means that they are magic items, with all the attendant properties. I don't think there's any listing for adamantine weapons anywhere in the handbooks.
Adamantine Scale Mail. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of ...
A Artificer cannot infuse armor unless it is completed. And once it is completed, adamantine armor is considered magical and is therefore a invalid choice for infusions. Unless you are arguing there is somehow a "sweet spot" right before the armor is completed where a Artificer can somehow sneak in an infusion.
There's no magic item called "Adamantine Weapon" so that follows the regular crafting rules. Meaning that it would take 250 gp worth of adamantine and 10 weeks longer than a regular item of its kind. However, there's no mention of adamantine armorsmithing, meaning that the most sensible RAW there is, is using the Adamantine Armor as a base ...
Adamantine armor provides an ability that triggers off of critical hits. Rather than preventing them from occurring, when one happens it is converted into a normal hit. Similarly, when the hit happens the attacker might have abilities like your example of Great Weapon Master which also trigger. In regular play, there is no set way of resolving ...