5.5e / 2024 · 5e / 2014 · Pathfinder 1E · D&D 3.5e
Locking Armour
Locking Armour lets the wearer magically brace joints into fixed positions, supporting long watches, disciplined formations and the shock of mounted combat. The original property is a third-party 3.x ability; the other edition sections are conversions.
Explore: Magic Armour & Shields · Constitution
5.5e / 2024
Rare; requires Attunement. As a Bonus Action, you can lock or unlock any number of the armour’s joints. While your legs and back are locked and you remain in the same space, you have Advantage on Strength and Constitution saving throws made to resist being knocked Prone, shoved or physically exhausted by holding position. Your Speed is 0 until you unlock those joints.
5e / 2014
Rare; requires attunement. As a bonus action, you can lock or unlock chosen joints. While your legs and back are locked and you do not move, you have advantage on Strength and Constitution checks or saving throws made to hold position, resist being shoved or endure a prolonged stance. Your speed is 0 until the joints are released.
Pathfinder 1E
Conversion: +1-equivalent armour property · Aura: moderate transmutation · CL: 7th.
On command, the wearer can lock selected joints or the entire suit. While locked, the armour can support the wearer’s weight and grants a +2 bonus on relevant Constitution checks, but a locked joint cannot be moved until released.
Construction: Craft Magic Arms and Armor; use an appropriate reinforcement or transmutation effect.
D&D 3.5e
Price: +1 bonus · Aura: moderate transmutation · CL: 7th.
The wearer can lock individual joints or the entire suit. Locked joints hold their current position and the armour grants a +2 bonus on relevant Constitution checks while used to support the wearer.
Source: Relics & Rituals: Excalibur.
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