RangerWickett
Legend
If you were playing in a steampunk game, what would you think of this house rule?
Armor Proficiency and Defensive Training
Armor is less common in the this era than typical fantasy settings, and in polite society clanking around in plate would be quite improper. But character classes that would normally rely on armor have adapted to society's norms. In this setting, any character who has Light, Medium, or Heavy Armor Proficiency gains an equivalent Defensive Training, and anyone with Shield Proficiency gains the Shielding Defense Training.
Light Defensive Training. You actively defend yourself in combat. When you are wearing light or no armor, you can spend an action to adopt a light defensive style, or to drop that style. In that style, your AC is 12 + your Dexterity modifier.
Out of combat, characters proficient in these styles can stay in whatever defensive style they want, and when combat begins they start in that style.
Medium Defensive Training. You can prepare yourself mentally as well as prepare your outfit to provide greater protection, relying more on blocking than agile dodging. If you are wearing clothes that cover your vitals, or armor no heavier than medium, you can spend an action to shift into a medium defensive style. This style ends if you take off those clothes or spend an action to drop that style or switch to a light defensive style.
In medium defensive style, your AC is 15 + your Dexterity modifier, to a maximum of +2. However, you have disadvantage on Dexterity (Stealth) checks.
Heavy Defensive Training. You can adopt an even more resilient defensive posture. If you are wearing clothes that cover almost your full body - leaving perhaps head and hands exposed - or wearing armor that covers an equivalent amount, you can spend an action to shift into a heavy defensive style. This style ends if you take off those clothes or spend an action to drop that style or switch to a medium or light defensive style.
In heavy defensive style, your AC is 16. If your Strength is at least 15, your AC is 18 instead. You do not add any Dexterity modifier in heavy defensive style, and you have disadvantage on Dexterity (Stealth) checks.
Shielded Defense Training. If you are holding a sturdy object - anything from a cane or umbrella to a sword or musket - you can choose at the start of your turn to wield it as a shield. If you do, it provides +2 AC but can be used for nothing else until the start of your next turn.
Note - Magical Armor. It is still possible to come upon magical armor, though most of it is antique. These days, however, magic-users often enchant formal attire, such as longcoats or saris. This grants the wearer an enhancement bonus to AC or may grant other powers, much like traditional magic armors. For example, a longcoat of invulnerability would function similar to armor of invulnerability, granting resistance to nonmagical damage while worn, and the ability once per day to become immune to nonmagical damage for ten minutes.
Armor Proficiency and Defensive Training
Armor is less common in the this era than typical fantasy settings, and in polite society clanking around in plate would be quite improper. But character classes that would normally rely on armor have adapted to society's norms. In this setting, any character who has Light, Medium, or Heavy Armor Proficiency gains an equivalent Defensive Training, and anyone with Shield Proficiency gains the Shielding Defense Training.
Light Defensive Training. You actively defend yourself in combat. When you are wearing light or no armor, you can spend an action to adopt a light defensive style, or to drop that style. In that style, your AC is 12 + your Dexterity modifier.
Out of combat, characters proficient in these styles can stay in whatever defensive style they want, and when combat begins they start in that style.
Medium Defensive Training. You can prepare yourself mentally as well as prepare your outfit to provide greater protection, relying more on blocking than agile dodging. If you are wearing clothes that cover your vitals, or armor no heavier than medium, you can spend an action to shift into a medium defensive style. This style ends if you take off those clothes or spend an action to drop that style or switch to a light defensive style.
In medium defensive style, your AC is 15 + your Dexterity modifier, to a maximum of +2. However, you have disadvantage on Dexterity (Stealth) checks.
Heavy Defensive Training. You can adopt an even more resilient defensive posture. If you are wearing clothes that cover almost your full body - leaving perhaps head and hands exposed - or wearing armor that covers an equivalent amount, you can spend an action to shift into a heavy defensive style. This style ends if you take off those clothes or spend an action to drop that style or switch to a medium or light defensive style.
In heavy defensive style, your AC is 16. If your Strength is at least 15, your AC is 18 instead. You do not add any Dexterity modifier in heavy defensive style, and you have disadvantage on Dexterity (Stealth) checks.
Shielded Defense Training. If you are holding a sturdy object - anything from a cane or umbrella to a sword or musket - you can choose at the start of your turn to wield it as a shield. If you do, it provides +2 AC but can be used for nothing else until the start of your next turn.
Note - Magical Armor. It is still possible to come upon magical armor, though most of it is antique. These days, however, magic-users often enchant formal attire, such as longcoats or saris. This grants the wearer an enhancement bonus to AC or may grant other powers, much like traditional magic armors. For example, a longcoat of invulnerability would function similar to armor of invulnerability, granting resistance to nonmagical damage while worn, and the ability once per day to become immune to nonmagical damage for ten minutes.