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

Elite Armour

Noble knight in ornate plate, illustrating Elite Armour

Elite Armour enforces a social claim through magic: only a recognised noble can wear it freely. The original property is a third-party 3.x ability; the 5e and Pathfinder rules below are conversions.

Explore: Magic Armour & Shields · Strength







5.5e / 2024

Rare; requires Attunement. When a creature that the armour does not recognise as a legitimate noble dons it, the armour locks rigidly. The wearer has Speed 0 and the Restrained condition until the armour is removed or the wearer is recognised by the armour. A creature can use an action to make a DC 20 Strength (Athletics) check to move up to 5 feet despite the lock.

5e / 2014

Rare; requires attunement. A non-noble wearer causes the armour to lock. While locked, the wearer is restrained and its speed is 0. As an action, it can attempt a DC 20 Strength (Athletics) check to move up to 5 feet. The DM decides what titles, bloodlines or offices the armour recognises.

Pathfinder 1E

Conversion: +1-equivalent armour property · CL: 7th.

The armour locks completely when worn by someone it does not recognise as noble. While locked, moving a limb requires a DC 25 Strength check and only basic movement is possible. A recognised noble can remove the armour normally.

Construction: Craft Magic Arms and Armor; use an appropriate divination or lineage-detection effect.

D&D 3.5e

Price: +1 bonus · CL: 7th.

The armour locks completely when worn by someone not of noble blood. A DC 25 Strength check is required just to move a limb, and the wearer can do little beyond basic movement until a true noble removes it.

Source: Relics & Rituals: Excalibur.

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