Armour Restrictions

All makes of armour is boiled down into 3 categories: heavy, medium, and light. Each class of armour has different effects on movement speed, Armour Class, and spellcasting.

It takes 10 minutes to don heavy armour, and 5 minutes to doff it. With help, it only takes half the required time. Unless otherwise stated, wearing heavy armour will reduce your movement speed by 2 metres and you lose your bonus to AC from Dexterity.

It takes 5 minutes to don medium armour, and 1 minute to doff it. With help, it only takes half the required time. While wearing medium armour, your bonus to AC from Dexterity can be no higher than 2.

It takes 1 minute to don and doff both light armour and clothing. With help, it only takes half the required time. While wearing light or no armour, your bonus to AC from Dexterity has no limit.

Anyone can put on a suit of armour or strap a shield to an arm. Only those proficient in the armour's use know how to wear it effectively, however. If you wear armour that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells with Somatic components.


Carrying Capacity

The maximum weight that you can carry is 15 times your Strength score. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity. For each size category below Small, halve the creature's carrying capacity.

If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 4 metres.

If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 6 metres and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

You can push or drag a weight in pounds up to twice your carrying capacity. While pushing or dragging weight in excess of your carrying capacity, your speed drops to 2 metres.


Optional Rule: Vitality

Some DMs find hit points bothersome. A fighter can survive a fireball, a troll's rending claws, and a one‐hundred‐foot fall, only to crumple in a heap due to a kobold's dagger slash. This optional rule more realistically reflects the wear and tear a character suffers from wounds.

Each character has a pool of vitality in addition to hit points. A character's maximum vitality equals the character's Constitution score. Whenever a character takes 10 or more damage from an attack or effect, the character loses vitality. Divide the damage by 10 and round down. The result is how much vitality a character loses. In other words, a character loses 1 vitality for every 10 points of damage dealt by an attack or effect.

If a character suffers a critical hit, double the vitality lost, so that the character loses 2 vitality for every 10 points of damage. If a critical hit deals less than 10 damage, it still reduces vitality by 1.

Losing vitality causes a character's hit point maximum to drop. Calculate the character's current maximum using vitality instead of Constitution. Thus, as vitality drops, a character's Constitution modifier for determining hit points also drops.

A character reduced to 0 vitality is immediately reduced to 0 hit points. If a character is reduced to 0 hit points but his or her vitality remains above 0, any additional damage is applied instead to the character's vitality. A character is not unconscious until both hit points and vitality reach 0.

Completing a long rest increases a character's vitality by 1 + the character's Constitution modifier, up to the character's maximum vitality. Effects that restore hit points have no effect on vitality. However, a character with maximum hit points who receives healing instead restores 1 vitality for every 10 points of healing.