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

Knightly Armour works like Elite Armour but recognises formal knighthood rather than noble blood. The original property is a third-party 3.x ability; the other edition sections are conversions.
Explore: Magic Armour & Shields · Elite Armour
5.5e / 2024
Rare; requires Attunement. The armour recognises creatures formally invested as knights by an accepted authority. If an unrecognised wearer dons it, the armour locks: the wearer has Speed 0 and the Restrained condition. A DC 20 Strength (Athletics) check made as an action allows up to 5 feet of movement despite the lock.
5e / 2014
Rare; requires attunement. An unrecognised non-knight causes the armour to lock, reducing speed to 0 and restraining the wearer until the armour is removed or it recognises the wearer’s status. The DM determines which oaths, orders or authorities count as legitimate knighthood.
Pathfinder 1E
Conversion: +1-equivalent armour property · CL: 7th.
The armour locks when worn by anyone it does not recognise as properly knighted. While locked, moving a limb requires a DC 25 Strength check and only basic movement is possible.
D&D 3.5e
Price: +1 bonus · CL: 7th.
This property functions like Elite Armour except that the armour recognises formal knighthood rather than noble blood. It locks on a non-knight in the same manner Elite Armour locks on a non-noble.
Source: Relics & Rituals: Excalibur.
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