Random Weird Armor Pieces (d21)

d21 Property Armor Piece

1

Acrobat’s. Any falling damage you suffer is halved. Equipping two acrobat’s armour pieces reduces falling damage to zero, though you can still die instantly if you fall from an exceptional height.

Light Leg Piece

2

Assassin’s. Reduce all damage inflicted on you by a humanoid creature or their weapon by 3.

Medium Leg Piece

3

Auto Stim. When your hit points are reduced to half their normal maximum or twenty, whichever is lower, you automatically gain the benefit of a Stimulant if you have one. Once used, this feature cannot be used again until a minute has passed.

Heavy Leg Piece

4

Bolstering. Whenever you have less than half your hit points, reduce all damage you suffer by 3.

Light Arm Piece

5

Cavalier’s. Whenever you move at least 30 feet or take the Dodge action on your turn, reduce any damage you suffer until the beginning of your next turn by 3.

Medium Arm Piece

6

Chameleon. The armour piece grants a +3 bonus to Dexterity (Stealth) checks as long as you’re not moving.

Heavy Arm Piece

7

Champion. Your Strength and Constitution are both increased by +1.

Light Chest Piece

8

Cryogenic. When a creature hits you with a melee attack, it takes 1d6 cold damage.

Medium Chest Piece

9

Cunning. Your Dexterity and Wisdom are both increased by +1.

Heavy Chest Piece

10

Duelist’s. When a creature hits you with a melee attack, you may spend your reaction to attempt to disarm them.

Helmet

11

Hunter’s. Reduce all damage inflicted on you by a beast or monstrosity by 3.

Helmet

12

Incendiary. When a creature hits you with a melee attack, it must make a DC 13 Dexterity saving throw. On a failed save, the creature suffers 1d6 fire damage at the beginning of each of its turns. It repeats its saving throw at the end of each turn. The effect can be ended early if the target or another creature spend an action to put out the blaze.

Light Arm Piece

13

Martyr’s. When your hit points are reduced to half their normal maximum or twenty, whichever is lower, you may take an additional Action on your turn. You may only make a maximum of one attack with this Action, even if you have the Extra Attack feature. If you equip multiple martyr’s armour pieces you still only get one additional Action. However, for each additional martyr’s armour piece you can make use of one more attack from your Extra Attack feature (if any).

Medium Arm Piece

14

Poisoner’s. You have resistance to poison damage. Equipping two poisoner’s armour pieces grants immunity to poison damage and the poisoned condition.

Heavy Arm Piece

15

Punishing. When a creature hits you with a melee attack, it suffers 1d4 untyped damage.

Light Leg Piece

16

Rad Powered. Your current and maximum Strength score increases by +2 for each level of Radiation Sickness you possess.

Medium Leg Piece

17

Safecracker’s. The armour piece grants a +3 bonus to Dexterity (Thieves’ Tools) checks.

Heavy Leg Piece

18

Sentinel’s. When you don’t move on your turn, reduce all damage you receive by 3 until the beginning of your next turn.

Shield

19

Sharp. Your Charisma and Intelligence are both increased by +1.

Light Chest Piece

20

Sprinter’s. Your movement speed increases by 5.

Heavy Chest Piece

21

Troubleshooter’s. Reduce all damage inflicted on you by a construct or their weapon by 3.

Medium Chest Piece