Armor Upgrades
49 upgrades across two slot layers. Overlays bolt onto the surface — visible plating, weave coatings, sensor jammers. Underlays sit against the body — temperature regulation, padded linings, regeneration packs. Each piece of armor has one of each slot.
Overlay · 28
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Chitin Plating I | Light, Medium, Heavy | 1,500 cr | Lv 3+ | Bolted-on chitin plates grant an additional +1 bonus to AC. Chitin is light, so there is no speed cost — but forged rigid, the plates reduce your armor's maximum Dexterity bonus by 1. You gain advantage on saving throws against radiation and irradiated environments. |
| Reflec Coating I | Light | 1,500 cr | Lv 3+ | +1 to Stealth checks. Reflec's sensor-warping polymer makes you harder to detect by passive sensors, scanners, and electronic surveillance. |
| Stealth Plating I | Light | 1,500 cr | Lv 3+ | +1 to Stealth checks while wearing this armor. |
| Thermal Shielding I | Light, Medium, Heavy | 2,000 cr | Lv 3+ | You gain Damage Resistance 1 vs Fire damage. |
| Bonded Plates I | Medium | 2,000 cr | Lv 4+ | Your armor grants an additional +1 bonus to AC. |
| Ferroceramic Plating I | Medium, Heavy | 2,500 cr | Lv 4+ | Bonded ferroceramic plates grant an additional +1 bonus to AC. You gain Damage Resistance 1 vs Bludgeoning, Piercing, and Slashing damage. Your Speed is reduced by 5 ft (to a minimum of 10 ft). |
| Ablative Energy Plating I | Medium, Heavy | 2,500 cr | Lv 5+ | You gain Damage Resistance 1 vs Energy damage; -1 to Stealth checks. |
| Ballistic Plating I | Medium, Heavy | 2,500 cr | Lv 5+ | You gain Damage Resistance 1 vs Bludgeoning, Piercing, and Slashing damage. |
| Heavy Bonded Plates I | Heavy | 2,000 cr | Lv 5+ | Your armor grants an additional +1 bonus to AC; your Speed is reduced by 5 ft (to a minimum of 10 ft). |
| Reflec Coating II | Light | 3,000 cr | Lv 5+ | +2 to Stealth checks. Reflec's sensor-warping polymer makes you harder to detect by passive and active sensors, scanners, and electronic surveillance. |
| Stealth Plating II | Light | 3,000 cr | Lv 5+ | +2 to Stealth checks while wearing this armor. |
| Chitin Plating II | Light, Medium, Heavy | 3,000 cr | Lv 6+ | Layered chitin plating grants an additional +2 bonus to AC with no loss of speed, but its rigidity reduces your armor's maximum Dexterity bonus by 1 and imposes -1 to Stealth checks. You gain advantage on saving throws against radiation and irradiated environments. |
| Phrik Plating I | Light, Medium, Heavy | 4,000 cr | Lv 6+ | Lightweight phrik plates grant an additional +1 bonus to AC with no speed or stealth penalty. You gain Damage Resistance 1 vs Energy damage. |
| Thermal Shielding II | Light, Medium, Heavy | 3,500 cr | Lv 6+ | You gain Damage Resistance 2 vs Fire damage. |
| Ferroceramic Plating II | Medium, Heavy | 4,000 cr | Lv 7+ | Layered ferroceramic plating grants an additional +2 bonus to AC. You gain Damage Resistance 2 vs Bludgeoning, Piercing, and Slashing damage. Your Speed is reduced by 5 ft (to a minimum of 10 ft); -1 to Stealth checks. |
| Ablative Energy Plating II | Medium, Heavy | 4,000 cr | Lv 8+ | You gain Damage Resistance 2 vs Energy damage; -2 to Stealth checks. |
| Ballistic Plating II | Medium, Heavy | 4,000 cr | Lv 8+ | You gain Damage Resistance 2 vs Bludgeoning, Piercing, and Slashing damage. |
| Bonded Plates II | Medium | 4,000 cr | Lv 8+ | Your armor grants an additional +2 bonus to AC; -1 to Stealth checks. |
| Reflec Coating III | Light | 6,000 cr | Lv 8+ | +2 to Stealth checks and +1 to Acrobatics checks. A full reflec coat scatters sensor returns so thoroughly that creatures and devices relying on sensors or scanners to find you do so with disadvantage. |
| Stealth Plating III | Light | 6,000 cr | Lv 8+ | +2 to Stealth checks and +1 to Acrobatics checks while wearing this armor. |
| Chitin Plating III | Light, Medium, Heavy | 5,000 cr | Lv 9+ | A full chitin over-shell grants an additional +3 bonus to AC — above the usual plating cap — and, being light, costs you no speed. The trade is flexibility: it reduces your armor's maximum Dexterity bonus by 2 and imposes -2 to Stealth checks. You are immune to radiation sickness and have advantage on saving throws against radiation and irradiated environments. |
| Heavy Bonded Plates II | Heavy | 4,000 cr | Lv 9+ | Your armor grants an additional +2 bonus to AC; your Speed is reduced by 5 ft and you suffer -1 to Stealth checks. |
| Phrik Plating II | Light, Medium, Heavy | 8,000 cr | Lv 9+ | Near-indestructible phrik plating grants an additional +1 bonus to AC with no speed or stealth penalty. You gain Damage Resistance 2 vs Energy damage. You gain Damage Resistance 1 vs Electric damage. Lightsabers do not gain critical-hit bonuses against you. |
| Thermal Shielding III | Light, Medium, Heavy | 5,000 cr | Lv 9+ | You gain Damage Resistance 3 vs Fire damage. |
| Ferroceramic Plating III | Medium, Heavy | 6,000 cr | Lv 10+ | A full ferroceramic over-shell grants an additional +2 bonus to AC. You gain Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage. You gain Damage Resistance 1 vs Fire damage. Your Speed is reduced by 5 ft (to a minimum of 10 ft); -2 to Stealth checks. |
| Ablative Energy Plating III | Medium, Heavy | 6,000 cr | Lv 11+ | You gain Damage Resistance 3 vs Energy damage; -2 to Stealth checks. |
| Ballistic Plating III | Medium, Heavy | 6,000 cr | Lv 11+ | You gain Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage. |
| Phrik Plating III | Light, Medium, Heavy | 14,000 cr | Lv 12+ | A full phrik shell grants an additional +2 bonus to AC with no speed or stealth penalty. You gain Damage Resistance 3 vs Energy damage. You gain Damage Resistance 2 vs Electric damage. Lightsabers do not gain critical-hit bonuses against you. |
- Chitin Plating ILv 3+1,500 crLight, Medium, Heavy
Bolted-on chitin plates grant an additional +1 bonus to AC. Chitin is light, so there is no speed cost — but forged rigid, the plates reduce your armor's maximum Dexterity bonus by 1. You gain advantage on saving throws against radiation and irradiated environments.
- Reflec Coating ILv 3+1,500 crLight
+1 to Stealth checks. Reflec's sensor-warping polymer makes you harder to detect by passive sensors, scanners, and electronic surveillance.
- Stealth Plating ILv 3+1,500 crLight
+1 to Stealth checks while wearing this armor.
- Thermal Shielding ILv 3+2,000 crLight, Medium, Heavy
You gain Damage Resistance 1 vs Fire damage.
- Bonded Plates ILv 4+2,000 crMedium
Your armor grants an additional +1 bonus to AC.
- Ferroceramic Plating ILv 4+2,500 crMedium, Heavy
Bonded ferroceramic plates grant an additional +1 bonus to AC. You gain Damage Resistance 1 vs Bludgeoning, Piercing, and Slashing damage. Your Speed is reduced by 5 ft (to a minimum of 10 ft).
- Ablative Energy Plating ILv 5+2,500 crMedium, Heavy
You gain Damage Resistance 1 vs Energy damage; -1 to Stealth checks.
- Ballistic Plating ILv 5+2,500 crMedium, Heavy
You gain Damage Resistance 1 vs Bludgeoning, Piercing, and Slashing damage.
- Heavy Bonded Plates ILv 5+2,000 crHeavy
Your armor grants an additional +1 bonus to AC; your Speed is reduced by 5 ft (to a minimum of 10 ft).
- Reflec Coating IILv 5+3,000 crLight
+2 to Stealth checks. Reflec's sensor-warping polymer makes you harder to detect by passive and active sensors, scanners, and electronic surveillance.
- Stealth Plating IILv 5+3,000 crLight
+2 to Stealth checks while wearing this armor.
- Chitin Plating IILv 6+3,000 crLight, Medium, Heavy
Layered chitin plating grants an additional +2 bonus to AC with no loss of speed, but its rigidity reduces your armor's maximum Dexterity bonus by 1 and imposes -1 to Stealth checks. You gain advantage on saving throws against radiation and irradiated environments.
- Phrik Plating ILv 6+4,000 crLight, Medium, Heavy
Lightweight phrik plates grant an additional +1 bonus to AC with no speed or stealth penalty. You gain Damage Resistance 1 vs Energy damage.
- Thermal Shielding IILv 6+3,500 crLight, Medium, Heavy
You gain Damage Resistance 2 vs Fire damage.
- Ferroceramic Plating IILv 7+4,000 crMedium, Heavy
Layered ferroceramic plating grants an additional +2 bonus to AC. You gain Damage Resistance 2 vs Bludgeoning, Piercing, and Slashing damage. Your Speed is reduced by 5 ft (to a minimum of 10 ft); -1 to Stealth checks.
- Ablative Energy Plating IILv 8+4,000 crMedium, Heavy
You gain Damage Resistance 2 vs Energy damage; -2 to Stealth checks.
- Ballistic Plating IILv 8+4,000 crMedium, Heavy
You gain Damage Resistance 2 vs Bludgeoning, Piercing, and Slashing damage.
- Bonded Plates IILv 8+4,000 crMedium
Your armor grants an additional +2 bonus to AC; -1 to Stealth checks.
- Reflec Coating IIILv 8+6,000 crLight
+2 to Stealth checks and +1 to Acrobatics checks. A full reflec coat scatters sensor returns so thoroughly that creatures and devices relying on sensors or scanners to find you do so with disadvantage.
- Stealth Plating IIILv 8+6,000 crLight
+2 to Stealth checks and +1 to Acrobatics checks while wearing this armor.
- Chitin Plating IIILv 9+5,000 crLight, Medium, Heavy
A full chitin over-shell grants an additional +3 bonus to AC — above the usual plating cap — and, being light, costs you no speed. The trade is flexibility: it reduces your armor's maximum Dexterity bonus by 2 and imposes -2 to Stealth checks. You are immune to radiation sickness and have advantage on saving throws against radiation and irradiated environments.
- Heavy Bonded Plates IILv 9+4,000 crHeavy
Your armor grants an additional +2 bonus to AC; your Speed is reduced by 5 ft and you suffer -1 to Stealth checks.
- Phrik Plating IILv 9+8,000 crLight, Medium, Heavy
Near-indestructible phrik plating grants an additional +1 bonus to AC with no speed or stealth penalty. You gain Damage Resistance 2 vs Energy damage. You gain Damage Resistance 1 vs Electric damage. Lightsabers do not gain critical-hit bonuses against you.
- Thermal Shielding IIILv 9+5,000 crLight, Medium, Heavy
You gain Damage Resistance 3 vs Fire damage.
- Ferroceramic Plating IIILv 10+6,000 crMedium, Heavy
A full ferroceramic over-shell grants an additional +2 bonus to AC. You gain Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage. You gain Damage Resistance 1 vs Fire damage. Your Speed is reduced by 5 ft (to a minimum of 10 ft); -2 to Stealth checks.
- Ablative Energy Plating IIILv 11+6,000 crMedium, Heavy
You gain Damage Resistance 3 vs Energy damage; -2 to Stealth checks.
- Ballistic Plating IIILv 11+6,000 crMedium, Heavy
You gain Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage.
- Phrik Plating IIILv 12+14,000 crLight, Medium, Heavy
A full phrik shell grants an additional +2 bonus to AC with no speed or stealth penalty. You gain Damage Resistance 3 vs Energy damage. You gain Damage Resistance 2 vs Electric damage. Lightsabers do not gain critical-hit bonuses against you.
Underlay · 21
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Strengthening Underlay I | Light, Medium | 3,000 cr | Lv 3+ | +1 to Athletics checks and Strength checks to resist being shoved or knocked prone. |
| Armorweave Underlay I | Light, Medium | 2,500 cr | Lv 4+ | You gain Damage Resistance 1 vs Energy damage. |
| Durasteel Underlay I | Light, Medium | 2,500 cr | Lv 4+ | You gain Damage Resistance 1 vs Bludgeoning, Piercing, and Slashing damage. |
| Environmental Underlay I | Light, Medium, Heavy | 3,000 cr | Lv 4+ | You gain Damage Resistance 1 vs Cold and Fire damage. |
| Cortosis Weave I | Light, Medium, Heavy | 4,000 cr | Lv 5+ | Cortosis fibres woven beneath the plating disrupt energy blades, granting an additional +1 bonus to AC. Lightsabers do not gain critical-hit bonuses against you. The first time each combat a lightsaber or energy-blade hits you in melee, its wielder must succeed on a DC 13 Dexterity saving throw or the blade shorts out and deactivates until they spend an action to reignite it. |
| Flexible Underlay I | Heavy | 3,000 cr | Lv 5+ | Increase this armor's maximum Dexterity bonus by +1. |
| Strengthening Underlay II | Light, Medium | 6,000 cr | Lv 6+ | +1 to Athletics and Endurance checks; +1 to Strength checks to resist being shoved or knocked prone. |
| Armorweave Underlay II | Light, Medium | 4,000 cr | Lv 7+ | You gain Damage Resistance 2 vs Energy damage. |
| Biorestorative Underlay I | Light, Medium, Heavy | 6,000 cr | Lv 7+ | Regeneration 1 while you are at or below half your maximum HP (does not function while at 0 HP). |
| Durasteel Underlay II | Light, Medium | 4,000 cr | Lv 7+ | You gain Damage Resistance 2 vs Bludgeoning, Piercing, and Slashing damage. |
| Environmental Underlay II | Light, Medium, Heavy | 4,500 cr | Lv 7+ | You gain Damage Resistance 2 vs Cold and Fire damage. |
| Cortosis Weave II | Light, Medium, Heavy | 8,000 cr | Lv 8+ | A denser cortosis lattice grants an additional +1 bonus to AC. Lightsabers do not gain critical-hit bonuses against you. The first time each combat a lightsaber or energy-blade hits you in melee, its wielder must succeed on a DC 14 Dexterity saving throw or the blade shorts out and deactivates until they spend an action to reignite it. |
| Flexible Underlay II | Heavy | 6,000 cr | Lv 8+ | Increase this armor's maximum Dexterity bonus by +1 and gain +1 to Acrobatics checks while wearing it. |
| Biorestorative Underlay II | Light, Medium, Heavy | 12,000 cr | Lv 9+ | Regeneration 1 while at or below half your maximum HP (does not function at 0 HP); allies gain +1 to Treat Injury checks made to heal you. |
| Strengthening Underlay III | Light, Medium | 10,000 cr | Lv 9+ | +2 to Athletics checks and +1 to Endurance checks. |
| Armorweave Underlay III | Light, Medium | 5,500 cr | Lv 10+ | You gain Damage Resistance 3 vs Energy damage. |
| Durasteel Underlay III | Light, Medium | 5,500 cr | Lv 10+ | You gain Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage. |
| Environmental Underlay III | Light, Medium, Heavy | 6,000 cr | Lv 10+ | You gain Damage Resistance 3 vs Cold and Fire damage. |
| Biorestorative Underlay III | Light, Medium, Heavy | 25,000 cr | Lv 11+ | Regeneration 2 while you are at or below half your maximum HP (does not function while at 0 HP). |
| Cortosis Weave III | Light, Medium, Heavy | 14,000 cr | Lv 11+ | A full cortosis underlay grants an additional +2 bonus to AC. Lightsabers do not gain critical-hit bonuses against you. Whenever a lightsaber or energy-blade hits you in melee, its wielder must succeed on a DC 14 Dexterity saving throw or the blade shorts out and deactivates until they spend an action to reignite it. |
| Flexible Underlay III | Heavy | 12,000 cr | Lv 11+ | Increase this armor's maximum Dexterity bonus by +2 total and gain +1 to Acrobatics checks while wearing it. |
- Strengthening Underlay ILv 3+3,000 crLight, Medium
+1 to Athletics checks and Strength checks to resist being shoved or knocked prone.
- Armorweave Underlay ILv 4+2,500 crLight, Medium
You gain Damage Resistance 1 vs Energy damage.
- Durasteel Underlay ILv 4+2,500 crLight, Medium
You gain Damage Resistance 1 vs Bludgeoning, Piercing, and Slashing damage.
- Environmental Underlay ILv 4+3,000 crLight, Medium, Heavy
You gain Damage Resistance 1 vs Cold and Fire damage.
- Cortosis Weave ILv 5+4,000 crLight, Medium, Heavy
Cortosis fibres woven beneath the plating disrupt energy blades, granting an additional +1 bonus to AC. Lightsabers do not gain critical-hit bonuses against you. The first time each combat a lightsaber or energy-blade hits you in melee, its wielder must succeed on a DC 13 Dexterity saving throw or the blade shorts out and deactivates until they spend an action to reignite it.
- Flexible Underlay ILv 5+3,000 crHeavy
Increase this armor's maximum Dexterity bonus by +1.
- Strengthening Underlay IILv 6+6,000 crLight, Medium
+1 to Athletics and Endurance checks; +1 to Strength checks to resist being shoved or knocked prone.
- Armorweave Underlay IILv 7+4,000 crLight, Medium
You gain Damage Resistance 2 vs Energy damage.
- Biorestorative Underlay ILv 7+6,000 crLight, Medium, Heavy
Regeneration 1 while you are at or below half your maximum HP (does not function while at 0 HP).
- Durasteel Underlay IILv 7+4,000 crLight, Medium
You gain Damage Resistance 2 vs Bludgeoning, Piercing, and Slashing damage.
- Environmental Underlay IILv 7+4,500 crLight, Medium, Heavy
You gain Damage Resistance 2 vs Cold and Fire damage.
- Cortosis Weave IILv 8+8,000 crLight, Medium, Heavy
A denser cortosis lattice grants an additional +1 bonus to AC. Lightsabers do not gain critical-hit bonuses against you. The first time each combat a lightsaber or energy-blade hits you in melee, its wielder must succeed on a DC 14 Dexterity saving throw or the blade shorts out and deactivates until they spend an action to reignite it.
- Flexible Underlay IILv 8+6,000 crHeavy
Increase this armor's maximum Dexterity bonus by +1 and gain +1 to Acrobatics checks while wearing it.
- Biorestorative Underlay IILv 9+12,000 crLight, Medium, Heavy
Regeneration 1 while at or below half your maximum HP (does not function at 0 HP); allies gain +1 to Treat Injury checks made to heal you.
- Strengthening Underlay IIILv 9+10,000 crLight, Medium
+2 to Athletics checks and +1 to Endurance checks.
- Armorweave Underlay IIILv 10+5,500 crLight, Medium
You gain Damage Resistance 3 vs Energy damage.
- Durasteel Underlay IIILv 10+5,500 crLight, Medium
You gain Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage.
- Environmental Underlay IIILv 10+6,000 crLight, Medium, Heavy
You gain Damage Resistance 3 vs Cold and Fire damage.
- Biorestorative Underlay IIILv 11+25,000 crLight, Medium, Heavy
Regeneration 2 while you are at or below half your maximum HP (does not function while at 0 HP).
- Cortosis Weave IIILv 11+14,000 crLight, Medium, Heavy
A full cortosis underlay grants an additional +2 bonus to AC. Lightsabers do not gain critical-hit bonuses against you. Whenever a lightsaber or energy-blade hits you in melee, its wielder must succeed on a DC 14 Dexterity saving throw or the blade shorts out and deactivates until they spend an action to reignite it.
- Flexible Underlay IIILv 11+12,000 crHeavy
Increase this armor's maximum Dexterity bonus by +2 total and gain +1 to Acrobatics checks while wearing it.