```metadata
title: Kovlar(TM) Armor
description: >-
Arcanomechanical armor with a variety of modular upgrades. Inspired by
Bubblegum Crisis and Silent Mobius Anime/Manga.
tags:
- LevelUp
- A5E
- Magic Item
- Armor
- System
systems:
- 5e
renderer: V3
theme: 5eDMG
```
### KovlarTM Armor
*Wondrous Armor, Very Rare (requires attunement)*
:
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These suits of armor are crafted for individual wearers, based on materials and design work by the renowned artificers Kov and Drusilla. Each suit is made up of overlapping pieces of tough, flexible fabric called KovlarTM (named after Kov, who developed this miraclulous material).
:
Due to the flexible nature of the materials and the arcanomechanical imbuments from Drusilla, all types of KovlarTM Armor are light, comfortable, flexible, and can be formed to look like normal clothing as desired. KovlarTM Clothing counts as not wearing armor.
:
There are various types of KovlarTM Armor, each corresponding to an armor proficiency. All KovlarTM Armor starts from a base type and includes the first iteration of the Kinetic Dampning ability. All upgrades are at the GM's discretion, see notes on next page.
:
**Kinetic Dampning:** After a short or long rest, the wearer gains 10 temporary hit points.
##### KovlarTM Armor Types & Initial Details
| | | Min | Max | Weight | |
| Type | AC | Str | Dex | (lbs) | Properties |
|:---------|:---|:----|:--------|:-------|:--------------------------------------------------|
| Clothing | 10 | - | +∞ | 2 | Not Armor, Comfortable, High Quality, Lightweight |
| Light | 11 | - | +∞ | 2 | Comfortable, High Quality, Lightweight |
| Medium | 13 | 10 | +4 | 10 | Comfortable, High Quality, Lightweight |
| Heavy | 16 | 12 | +1 | 20 | Comfortable, High Quality, Lightweight |
##### KovlarTM Armor Upgrade Locations
| Upgrade Location | |
|:-----------------|:-------|
| Head | Gloves |
| Neck | Boots |
| Back | Finger |
| Shoulders | Finger |
| Wrists | |
\column
All upgrades other than cosmentics should consume one upgrade location on the armor, even AC bonuses.
##### KovlarTM Armor Upgrade Suggestions
| Suggested | |
| Level Range | Upgrade |
|:------------|:-------------------------------------------|
| 1-2 | Glamorweave / Billowing / Cosmetic Effects |
| 3-5 | +1 AC bonus |
| 3-5 | Sealed Unit |
| 3-5 | Potion Delivery System |
| 5-7 | +1 to saving throws |
| 8-9 | +2 AC bonus (replaces +1) |
| 9-11 | +2 to saving throws (replaces +1) |
| 14-15 | +3 AC bonus (replaces +2) |
| 15-17 | +3 to saving throws (replaces +2) |
| 18+ | +4 AC bonus (replaces +3) |
| varies | Improved Kinetic Dampners |
| varies | Incorporate Magic Item |
| varies | Incorporate Spell |
| varies | Permanent Spell Effect |
:
**Sealed Unit:** The armor can close with an airtight seal and 30 minutes of air. The wearer can avoid gas attacks, breathe under water, etc. The air supply recharges on a long rest. This does not grant a swim speed.
:
**Potion Delivery System:** The armor contains a storage area for one potion and a method for delivering it to the wearer. The potion can be consumed as a bonus action or a reaction. If it has a varaible effect (such as a healing potion), count dice as if they rolled the maximum possible values.
:
**Improved Kinetic Dampners:** The armor's Kinetic Dampners are improved, increasing the amount of temporary HP granted after a short or long rest. The new value is up to the GM.
:
**Incorporate Magic Item:** The armor has the equivalent of another magic item attached or incorporated into it. The type of magic item should be appropraite to the wearer's level and requires attunment as normal.
:
**Incorporate Spell:** The armor allows the wearer to cast a leveled spell once per long rest or a cantrip as desired. The level of the spell should be appropriate to the wearer's level and expensive spell components should be consumed as normal (the armor has a space to store the consumable). Other casting requirements such as V/S/M are not required unless the GM indicates otherwise. At the GM's discretion, lower level spells can be cast more frequently.
:
**Permanent Spell Effect:** A spell has been permanently inscribed upon the armor. This should be done sparingly and only with lower level spells such as Longstrider. As always, the particular upgrade is up to the GM's discretion.
\page
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Notes for KovlarTM Armor:
1. \ KovlarTM is trademarked by Kov and the formula is licensed via CC-BY-NC-SA ( https://creativecommons.org/licenses/by-nc-sa/4.0/ ) \<\\JOKE\>
2. This armor system was designed as a way for the player and GM to collaborate on a customised set of themed magic items that grow with the character.
3. All upgrades are intended to be optional, NO suit of Kovlar should obtain all of the listed upgrades and probably shouldn't even fill all of the available upgrade locations.
4. AC values were designed to be on the low end for their armor type to balance their lightweight nature.
5. A +4 AC bonus has been included sice starting AC was intentionally a bit low and there is no equivalent of full plate. Feel free to fiddle with AC values and bonuses as desired.
6. The Kinetic Dampening ability was designed to supplement the low HP of tier 1 adventuring, patching a common issue with low level characters and death from an unlucky critical hit. It also helps parties without a dedicated healer.
7. The Incorporate Magic Item / Spell / Permanent Spell Effects allow for an incredible level of flexibility, so go wild! Maybe you want to add things like additional movement types (Fly, Spider Climb, etc), targeting systems (True Strike as a bonus action, recharging on a short rest anyone?), the only limit is your imagination!
8. Spells should increase with level of the wearer but at a reduced rate. For example, cantrips should probably scale at 1/2 or 2/3 of the wearer's level. Leveled spells should be cast at a level below the highest level spell slots the character has. Keep an eye on spell hit bonuses and save DCs.
9. Spell casting stats should be considered carefully. Full casters should be able to use their main casting stat, but non-casters probably shouldn't be able to use physical stats unless something about the spell indicates otherwise.
10. Care should be taken to ensure spells added to KovlarTM Armor do not overpower a particular character or build. For example, only Warlocks should have access to the Eldritch Blast Cantrip in most cases. A warrior probably shouldn't be able to cast Fireball.
11. For an added bit of fun, try to match upgrades with locations that make sense ... maybe a targeting system can only work on the head, for example.
12. Feel free to require particularly powerful effects to take more than one upgrade location on the armor. Permanent flight sounds like it requires the back and boots slots or the back and shoulder slots, for example.
13. Depending on your campaign, it could be fun to require specific reagents / items / parts of monsters to add a particular upgrade. At the very least, the Incorporate Magic Item upgrade should require the base magic item (or its components)!
14. Thanks for reading and have fun!
v .1 -- initial details and layout