**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.