**Armor & Weapon Durability System**
These optional mechanics add realism, tension, and crafting value to adventuring in Solare. All non-magical armor and weapons have a **Durability Score (DS)**, which decreases under stress, misuse, or critical hits.
**Armor Durability**
**Armor Structure:**
- **Durability Score (DS):** Each armor type has a base durability value.
|**Armor Type**|**Durability Score**|
|---|---|
|Light Armor|10|
|Medium Armor|20|
|Heavy Armor|30|
|Shield (non-magical)|15|
_Magical armor_ ignores DS rules and only breaks if affected by magical forces (see below).
**Durability Loss Triggers:**
|**Trigger**|**DS Loss**|
|---|---|
|Hit by a critical hit|-2|
|Hit by damage > AC +10|-2|
|Hit by damage > AC +15|-3|
|Failed Dexterity save while wearing armor|-1|
|Took acid/corrosive/force damage|-1 per 10 damage|
**Damage Effects:**
- At **0 DS**, armor becomes **Damaged**:
- −2 to AC
- Disadvantage on Stealth & Dexterity saves
- If damaged armor takes another critical hit, it **Breaks**: it grants no AC until repaired.
**Armor Repair:**
|**Repair Method**|**Time**|**Cost**|
|---|---|---|
|Blacksmith (town)|1 day|5 gp per 5 DS|
|Field Repair (Smith’s Tools)|1 hour|2 gp per 5 DS (max 10 per rest)|
|Mending Spell (magic armor only)|1 cast = +5 DS|Free|
**Weapon Durability**
**Weapon Structure:**
|**Weapon Type**|**Durability Score**|
|---|---|
|Simple Weapons|10|
|Martial Weapons|15|
|Ranged Weapons|12|
|Finesse Weapons|10|
|Heavy / Two-Handed|20|
**Durability Loss Triggers:**
|**Trigger**|**DS Loss**|
|---|---|
|Natural 1 on attack roll|-2|
|Hit creature with natural AC > 20|-1|
|Striking a hard object (e.g., gate, wall)|-1 to -3|
|Parried or blocked by shield/magic|-1|
|Used to pry, bash, or block|-1 to -2|
**Damage Effects:**
- At **0 DS**, weapon becomes **Dulled**:
- −1 damage to attacks
- Bows/crossbows misfire on a roll of 5 or less
- Another natural 1 while dulled causes the weapon to **Break**.
**Weapon Repair:**
|**Repair Method**|**Time**|**Cost**|
|---|---|---|
|Blacksmith (town)|1 day|3 gp per 5 DS|
|Field Repair (Smith’s Tools)|1 hour|1 gp per 5 DS|
|Mending Spell|1 cast = +5 DS|Free|
**Magical Equipment Durability**
Magical items **do not suffer durability loss from normal use**.
**Destruction Conditions:**
|**Cause**|**Result**|
|---|---|
|Sunder Spell|Item must make a saving throw or be destroyed|
|Critical hit by another magic item|Item save or weaken|
|Contact with artifact/god weapon|Weakened or shattered|
|Lava, magical acid/fire/force|Save or suffer magical damage|
|Legendary monster ability|Save or be broken|
**Magical Item Saving Throws:**
- **DC:** 15 (standard), 18–25 (legendary/magical effects)
- **Stat:** Use wielder's save (Dex/Con) or custom per item
- **Failure:** Item is depowered or destroyed (DM choice)
**Repairing Magical Items:**
- Cannot be repaired via mundane means
- Restoration options:
- Greater Restoration + Smith’s Tools (DC 20)
- Wish or Divine Intervention
- Artifact Forge (e.g., Godforge of Solare)
- Legendary NPCs (e.g., [[Queen Cyrill]], Serina Warefox)
**Rule Insert Example:**
"Magical armor and weapons do not lose durability from standard combat. Only divine, arcane, or artifact-level events can break such items."
**Optional Add-Ons**
- **Item HP:** Rare magical items may have HP or regeneration.
- **Armor Break Reaction:** When armor breaks, attacker may force a Strength save (DC = damage dealt); on fail, target is knocked prone.
- **Elite Reinforcement:** Forgemasters can reinforce items with +5 DS permanently (50 gp minimum).
This system introduces a dynamic tension between mundane equipment and the magical wonders of Solare, encouraging crafting, care, and respect for both steel and sorcery.