5.5e / 2024 · 5e / 2014 · Pathfinder 1E · D&D 3.5e

Magic Armour & Shields

Enchanted suits of armour and shields displayed in a grand fantasy armoury

Magic armour improves defence through an enchanted suit, shield or special property. The four supported editions use different item rules, enhancement scales and attunement systems, so use only the section matching the campaign.

Rules: choose the edition tab below. The legacy catalogue follows the rules panels.

Explore: Magic Item Descriptions · Armour · Special Materials · Games Master Resources

5.5e / 2024 Magic Armour

In the 2024 rules, magic armour is a magic-item category. A magic suit or shield uses the armour or shield rules for wearing and wielding it, then adds the properties in the item’s own description. A +1, +2 or +3 item adds that bonus to Armor Class while it is worn or held as required.

  • Use the item’s listed rarity and attunement requirement; not every suit or shield requires attunement.
  • A magic shield grants its magical AC bonus in addition to the shield’s normal AC benefit when the character is using it correctly.
  • Special properties such as resistance, concealment or movement work only as the specific item states.
  • Do not use Pathfinder/3.5 enhancement-equivalent pricing or the +10 effective-bonus system in 2024 play.

5e / 2014 Magic Armour

The 2014 rules likewise treat magic armour and shields as individual magic items. +1, +2 and +3 armour add the listed bonus to AC while worn; a magic shield adds its magical bonus on top of the shield’s ordinary AC benefit while held.

  • Check each item’s rarity and whether it requires attunement.
  • Donning the armour or wielding the shield is still required unless the item says otherwise.
  • Special properties follow their own item text; dispel magic does not automatically remove every magic-item property.
  • Do not apply Pathfinder/3.5 masterwork, enhancement-equivalent or gp-construction tables to 5e items.

Pathfinder 1E Magic Armour

Pathfinder 1E magic armour uses enhancement bonuses and special-ability bonus equivalents. An armour or shield enhancement bonus cannot exceed +5; the combined effective bonus used for pricing special abilities cannot exceed +10. An item with a special ability must have at least a +1 enhancement bonus.

  • Magic armour and shields are masterwork items under Pathfinder 1E rules.
  • Enhancement bonuses improve AC; special-ability bonus equivalents increase price but do not themselves increase AC unless the ability says so.
  • Shields use their own enhancement and special-ability rules; a shield can also be enchanted separately as a weapon when the rules and cost are met.
  • Special materials affect the mundane item and can combine with magical enhancement according to the individual material and item rules.

D&D 3.5e Magic Armour

D&D 3.5e uses a closely related enhancement framework, but its item lists, prices and special abilities must be read from the 3.5e rules rather than copied from Pathfinder 1E. Enhancement bonuses to armour or shields normally run from +1 to +5, while special abilities contribute bonus equivalents toward the item’s effective value.

  • Magic armour and shields are masterwork items under 3.5e rules.
  • A special ability normally requires at least a +1 enhancement bonus first.
  • Use 3.5e item prices, caster-level requirements and special-ability descriptions when running 3.5e.
  • Do not import Pathfinder-specific armour types, properties or price changes into a 3.5e campaign unless deliberately converting them.

Browse the Magic Armour & Shields Cluster

Start with the item or property closest to what you need. Each linked page keeps 5.5e/2024, 5e/2014, Pathfinder 1E and D&D 3.5e mechanics separate where those editions use different rules.

Core Cross-Edition Armour

Adamantine Breastplate · Elven Chain · Dwarven Plate · Demon Armor · Armour of Invulnerability · Armor of Etherealness · Celestial Armor · Mithral Full Plate of Speed

Defensive Properties

Fortification · Spell Resistance · Ghost Touch · Wild · Glamered · Locking · Twilight

Energy Resistance

Acid · Cold · Electricity / Lightning · Fire · Sonic / Thunder · Improved Fire Resistance · Greater Fire Resistance

Stealth, Mobility & Transformation

Shadow · Slick · Silent Moves · Fleet Armor · Fleshshifter Armor · Dragonhide Plate

Celestial, Infernal & Soul Protection

Angelic · Empyreal · Sacred · Exalted · Soulfire · Fiendskin · Demonmight Ward · Fiendish Full Plate · Devilhusk Armour

Magic Shields

Animated Shield · Arrow-Catching Shield · Arrow Deflection · Bashing Shield · Shield of Blinding · Reflecting Shield · Lion’s Shield · Winged Shield · Asura Shield · Absorbing Shield

Legacy 3.x Armour & Shield Catalogue

The tables below preserve the site’s legacy 3.x random-item tables and linked collection of armour, shields and special abilities. The collection includes D&D 3.5e, Pathfinder 1E conversions and third-party 3.x material. Use the four edition tabs on each individual item page for current campaign mechanics.

Armor and Shields
MinorMediumMajorItemBase Price
01-6001-05–+1 shield1,000 gp
61-8006-10–+1 armor1,000 gp
81-8511-20–+2 shield4,000 gp
86-8721-30–+2 armor4,000 gp
–31-4001-08+3 shield9,000 gp
–41-5009-16+3 armor9,000 gp
–51-5517-27+4 shield16,000 gp
–56-5728-38+4 armor16,000 gp
––39-49+5 shield25,000 gp
––50-57+5 armor25,000 gp
–––+6 armor/shield136,000 gp
–––+7 armor/shield149,000 gp
–––+8 armor/shield164,000 gp
–––+9 armor/shield181,000 gp
–––+10 armor/shield1100,000 gp
88-8958-6058-60Specific armor2–
90-9161-6361-63Specific shield3–
92-10064-10064-100Special ability and roll again4–
1 Armor and shields can’t actually have bonuses this high. Use these lines to determine price when special abilities are added in.
2 Roll on Table: Specific Armors.
3 Roll on Table: Specific Shields.
4 Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.
Random Armor Type
Light armor
d%ArmorArmor Cost1
01Armored Kilt* 
02Padded+155 gp
03Quilted Cloth 
04Leather+160 gp
05Rosewood armor 
06Gladiator armour 
07Leaf armor 
08Parade armor 
09-16Studded leather+175 gp
17-18Wooden 
19-32Chain shirt+250 gp
33-41Hide shirt 
42Light hoplite armor* 
Medium armor
43-44Armored Coat 
45-46Hide+165 gp
47-48Heavy hoplite armor* 
48-49Scale mail+200 gp
50-51Chainmail+300 gp
52-55Breastplate+350 gp
56-57Breastplate (agile) 
Heavy armor
58Andabatae armor* 
59-60Splint mail+350 gp
61-62Banded mail+400 gp
63-64Half-plate+750 gp
65Half-plate (agile) 
66-100Full plate+1,650 gp

1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.

All magic armor is masterwork armor (with an armor check penalty 1 less than normal).

Random Shield Type
d%ShieldShield Cost1
01-08buckler+165 gp
09Madu, leather 
10Madu, steel 
11-15Shield, light wooden+153 gp
16-20Shield, light steel+159 gp
21-30Shield, heavy wooden+157 gp
31-95Shield, heavy steel+170 gp
96-100Shield, tower+180 gp

1 Add to enhancement bonus on Table: Armor and Shields to determine total market price. All magic shields are masterwork shields (with an armor check penalty 1 less than normal).

Caster Level for Armor and Shields; The caster level of a magic shield or magic armor with a special ability is given in the item description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Shields; Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description).

A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.

As with armor, special abilities built into the shield add to the market value in the form of additions to the bonus of the shield, although they do not improve AC. A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must have at least a +1 enhancement bonus.

Shield Hardness and Hit Points: Each +1 of enhancement bonus adds 2 to a shield’s hardness and +10 to its hit points.

Activation Usually a character benefits from magic armor and shields in exactly the way a character benefits from nonmagical armor and shields-by wearing them. If armor or a shield has a special ability that the user needs to activate then the user usually needs to utter the command word (a standard action).

Armor for Unusual Creatures The cost of armor for nonhumanoid creatures, as well as for creatures who are neither Small nor Medium, varies. The cost of the masterwork quality and any magical enhancement remains the same.

Magic Armor and Shield Special Ability Descriptions

Most magic armor and shields only have enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Armor Special Abilities
MinorMediumMajorSpecial Magic Armor AbilityBase Price Modifier
01-1001-0201-03Armor of Fortification , light+1 bonus1
10-1503-0404-05Armor  of Confidence+1 bonus
16-2005-0606-07Armor of Darksoul Protection+1 bonus
21-2507-0808-09Armor of Dazzling+1 bonus
26-3009-1010-11Armor of Elite+1 bonus
31-3511-1212-13Armor of Enticing+1 bonus
36-4013-1414-15Armor of Knightly+1 bonus
41-4515-1616-17Armour of Locking+1 bonus
46-4717-1818-19Armour of Matte+1 bonus
48-5019-2020-21Armour of Poison Spike+1 bonus
51-5521-2222-23Armour of Twilight+1 bonus
56-6023-2424-25Armour of Fiendskin+3,000 gp
61-6425-2626-27Armour of Peace1,800 gp.
65-7027-2828-29Armour of Glamered+2,700 gp
71-7329-3030-31Armour of Slick+3,750 gp
74-7831-3232-33Armor of Shadow+3,750 gp
79-8033-3434-35Armor of Silent Moves+3,750 gp
81-8435-3636-37Armor of Angelic+2 bonus1
85-8637-3838-39Armor of Empyreal+2 bonus1
91-9239-4040-41Armor of Spell Resistance (13)+2 bonus1
93-9441-4942-43Armor of Demonmight Ward+2 bonus1
9550-5444-45Armor of Resolve+2 bonus1
9655-5946-47Armour of Sacred+2 bonus1
9760-6448-49Armour of Slick, Improved+15,000 gp
9865-6950-51Armour of Shadow, Improved+15,000 gp
9970-7152-53Armour of Silent Moves, Improved+15,000 gp
–72-7354-55Armour of Acid Resistance+18,000 gp
–74-7556-57Armour of Cold Resistance+18,000 gp
–76-7758-59Armor of Electricity Resistance+18,000 gp
–78-7960Armor of Fire Resistance+18,000 gp
–80-8161Armor of Sonic Resistance+18,000 gp
 82-8362Armor of Exalted+3 bonus1
–84-8563Armour of Ghost Touch+3 bonus1
–86-8764Armour of Invulnerability+3 bonus1
–88-8965Armour of Fortification , moderate+3 bonus1
–90-9466Armor of Spell Resistance (15)+3 bonus1
–95-9967Armour of Wild+3 bonus1
––68Armour of Slick, Greater+33,750 gp
––69-70Armour of Shadow, Greater+33,750 gp
––71-72Armour of Silent Moves, Greater+33,750 gp
––73-74Armour of Acid Resistance, Improved+42,000 gp
––75-76Armour of Cold Resistance, Improved+42,000 gp
––77-78Armour of Electricity Resistance, Improved+42,000 gp
––79-80Armour of Fire Resistance, Improved+42,000 gp
––81-83Armour of Sonic Resistance, Improved+42,000 gp
––84-85Armor of Spell Resistance (17)+4 bonus1
––86-87Armour of Heroic+4 bonus
  88Armour of Soulfire+4 bonus1
––89Armour of Etherealness+49,000 gp
––90Armor of Undead Controlling+49,000 gp
––91-92Armor of Fortification , heavy+5 bonus1
––93-94Armor of Spell Resistance (19)+5 bonus1
––95Armor of Acid Resistance, Greater+66,000 gp
––96Armor of Cold Resistance, Greater+66,000 gp
––97Armor of Electricity Resistance, Greater+66,000 gp
––98Armor of Fire Resistance, Greater+66,000 gp
––99Armor of Sonic Resistance, Greater+66,000 gp
100100100Roll twice again 2–

1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.

2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Shield Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier
   Shield of Peace1,800 gp.
01-2001-1001-05Shield of Arrow Catching+1 bonus1
21-4011-2006-08Shield of Bashing+1 bonus1
41-5021-2509-10Shield of Blinding+1 bonus1
   Shield of Confidence+1 bonus1
51-7526-4011-15Shield of Fortification, light+1 bonus1
   Shield of Fiendskin+3,000 gp
76-9241-5016-20Shield of Arrow Deflection+2 bonus1
   Shield of Angelic+2 bonus1
93-9751-5721-25Shield of Animated+2 bonus1
   Shield of Empyreal+2 bonus1
   Shield of Resolve+2 bonus1
98-9958-59–Shield of Spell Resistance (13)+2 bonus1
   Shield of Sacred+2 bonus1
–60-6326-28Shield of Acid Resistance+18,000 gp
–64-6729-31Shield of Cold Resistance+18,000 gp
–68-7132-34Shield of Electricity Resistance+18,000 gp
–72-7535-37Shield of Fire Resistance+18,000 gp
–76-7938-40Shield of Sonic Resistance+18,000 gp
–80-8541-46Shield of Ghost Touch+3 bonus1
–86-9547-56Shield of Fortification, moderate+3 bonus1
–96-9857-58Shield of Spell Resistance (15)+3 bonus1
–9959Shield of Wild+3 bonus1
––60-64Shield of Acid Resistance, Improved+42,000 gp
––65-69Shield of Cold Resistance, Improved+42,000 gp
––70-74Shield of Electricity Resistance, Improved+42,000 gp
––75-79Shield of Fire Resistance, Improved+42,000 gp
––80-84Shield of Sonic Resistance, Improved+42,000 gp
––85-86Shield of Spell Resistance (17)+4 bonus1
––87-88Shield of Soulfire+4 bonus1
––89-90Shield of Undead Controlling+49,000 gp
––91 -92Shield of Fortification, heavy+5 bonus1
––93Shield of Reflecting+5 bonus1
––94Shield of Spell Resistance (19)+5 bonus1
––95Shield of Acid Resistance, Greater+66,000 gp
––96Shield of Cold Resistance, Greater+66,000 gp
––97Shield of Electricity Resistance, Greater+66,000 gp
––98Shield of Fire Resistance, Greater+66,000 gp
––99Shield of Sonic Resistance, Greater+66,000 gp
100100100Roll twice again2–

1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.

2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Specific Magic Armor

The following specific suits of magic armor usually are pre-constructed with exactly the qualities described here.

Specific magic armor
MinorMediumMajorSpecific magic armorMarket Price
01-4001-2o–Mithral Shirt1,100 gp
41-5021-25–Celestial Argentum Breastplate2,100 gp
51-6526-35–Dragonhide Plate3,300 gp
66-8040-45–Statuesque Armor (Cursed)4000 gp
81-10046-55–Elven Chain4,150 gp
–56-60–Rhino Hide5,165 gp
–61-65–Razor Armor5,600 gp
–66-7001-05Sticky Armor 6000 gp
–71-7509-10Tinted Mail8000 gp
–76-8011-15Adamantine Breastplate10,200 gp
–81-8316-20Grim Defender11,350 gp
–84-8521-25Fleshshifter Armor13,160 gp
–86-8826-30Armor of the Dread Emperor14,650 gp
–89-9031-35Dwarven Plate16,500 gp
–91-9736-40Blade Resistant Armor18,000 gp
–98-10041-45Banded Mail of Luck18,900 gp
––46-50Rusty Armor20,000 gp
––51-55Vassal Armor20,250 gp
  56-60Fiendish Full Plate20,650 gp
––61-65Celestial Armor22,400 gp
––66-70Plate Armor of the Deep24,650 gp
––71-75Fleet Armor25,000 gp
––76-80Breastplate of Command25,400 gp
––81-85Mithral Full Plate of Speed26,500 gp
––86-90Devilhusk Armor 33,165 gp
––91-95Death Armor40,000 gp
––96-100Demon Armor52,260 gp

Specific Shields

The following specific shields usually are preconstructed with exactly the qualities described here.

Specific Shields
MinorMediumMajorSpecific ShieldMarket Price
01-3001-20–Darkwood Buckler205 gp
31-5021-30–Darkwood Shield257 gp
51-8031-45–Shield of Battle (Cursed)1,000 gp
81-9046-60–Mithral Heavy Shield1,020 gp
91-9261-7001-05Shield of Disguise1500 gp
93-9571-7506-10Slippery Shield1500 gp
96-10076-8511-20Caster’s Shield3,153 gp
–86-9021-40Spined Shield5,580 gp
–91-9541-60Lion’s Shield9,170 gp
–96-9961-80Winged Shield17,257 gp
–10081-90Asura Shield27,180 gp
––91-100Absorbing Shield50,170 gp

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