CORE20 originally started as a set of homebrew rules for D&D 3.5, and even though the current playtest version of the game draws a lot of inspiration for 5e D&D (and even 4e D&D) in its approach to play and its language, the mechanical guts of much of the ruleset is set on a firm foundation of third edition — the first “modern” version of the game’s venerable ruleset.
One of the things 3e did that I loved unreservedly when I first dug into that edition in the heady days of the early millennium was a rethinking and drastic expansion of the place of magic items in the game, and specifically magic armor and weapons. AD&D (both 1st and 2nd editions) worked with a limited slate of armor and weapons imbued with specific types of magic. Elven chain mail, plate mail of etherealness, a sword +2 (dragon slayer), or a sword +1 (flame tongue) were all treasures that a player might expect their character to seize as a reward at some point. And if you’ve never looked at AD&D but those magic items still sound familiar to you, it’s because 5e’s setup for magic items looked back to AD&D for inspiration, with a relatively small number of types of armor and weapons with fixed properties.
I don’t find that approach as much fun as I found 3e’s approach, though. And thus was CORE20’s approach to magic weapons and armor born.
Armor and Weapon Features
Magic armor and weapons are a mainstay of the game for most CORE20 campaigns built around the fun of seeking out and fighting evil that must be vanquished through combat. In a world filled with monsters and suffused with magic, it makes sense that the breadth of magic available to heroes willing to stand up to evil should be pretty vast. As such, CORE20 borrows from D&D 3e the idea of weapons and armor being bestowed with magical properties that cover the widest possible range of utility. The baseline property for armor and weapons is the magical bonus that improves your character’s defense rolls and attack rolls, respectively — and which runs from the common +1 to the extremely rare +5 in CORE20. But that bonus-based boost is almost always the least interesting thing of all the things your hero’s armor or weapon can do.
Part of the reason I loved 3rd edition D&D’s approach to magic armor and weapons is the way it lends itself to customization. And given that fully customized characters is the foundation of CORE20, being able to customize armor and weapons is a powerful tool for players building characters and GMs building out the magical world through which those characters move. Sometimes armor or a weapon has a single specific function. Etherealness armor or a greatsword of defending both do what you’d expect. But armor and weapon features can be combined in any number of ways, with the increased cost of multiple features boosting the item’s rarity (and thus determining both how likely the GM is to give it out as treasure and how difficult it is for a character to create or commission it).
This approach to magic armor and weapons creates a fertile foundation for a mainstay of fantasy — the hero known for unique weapons or armor wielded only by them, as opposed to every tenth adventurer having elven chain and a stock flame tongue longsword. So if your master thief has a hankering to build part of their reputation around the sanguine imprecation energy lash rapier they flourish in battle, you’ve come to the right place.
The table above and the table below detail the features available for armor and for melee weapons. (Similar tables in the CORE20 Magic Grimoire break out the features for shields, thrown weapons, ranged weapons, and ammunition.) Write-ups for a number of my own favorite features (including a few features new to CORE20) follow.
Selected Armor Features
Charging
This utilitarian armor is solidly made but features a dull finish. While you wear charging armor, any successful charge attack you make deals an extra 2d6 bludgeoning damage.
Transmutation; unusual; cost +750 gp
Feral
The face of this shield is scribed or engraved with the image of talons or claws. As a minor action, you can perform a command signal to have the shield make a melee attack against a creature within 5 feet of you. The shield has an attack bonus of 10 + your Strength modifier and deals 2d6 slashing damage. You can use this feature three times per day, regaining all expended uses when you finish a long rest.
Conjuration; common; cost +400 gp
Ghost Guard
Armor or a shield with the ghost guard feature shimmers ethereally under bright light. While you wear it, this armor or shield protects you against incorporeal creatures, negating the advantage an incorporeal creature has on attack rolls against you.
Unlike most physical objects, armor or a shield with the ghost guard feature can be picked up, moved, and even worn or wielded by an incorporeal creature. While using the armor or shield, an incorporeal creature gains its full defensive bonus, and can still pass freely through solid objects.
Transmutation; unusual; cost +800 gp
Morphic
A suit of armor with the morphic feature appears to have the texture of cloth when first touched. When you perform the armor’s command signal as a standard action, it changes shape and form to assume the appearance and feel of a set of clothing of the same scope and coverage as the armor (so that a hauberk or breastplate becomes a shirt, armored leg pieces become leggings, a helm becomes a hat, and so forth).
The armor transforms into the same set of clothing each time, whose appearance is set when the armor is created. The armor retains all its usual properties (including defense bonuses, weight, armor hindrance, and so on) and any magic bonuses and features while transformed.
If you remove any piece of the morphic armor, that piece reverts back to its true form until it is donned again. The truesense special feature reveals the true nature of the armor while it is transformed.
Transmutation; unusual; cost +2,300 gp
Warding
This armor gleams with a faint glow each time you are struck in combat, hinting at the protective power it holds. When you are hit by an attack, you can use a reaction to give yourself advantage on subsequent defense rolls until the end of your next turn. You can use this feature three times per day, regaining all expended uses when you finish a long rest.
Abjuration; common; +750 gp
Selected Weapon Features
Brilliant Energy
This weapon appears to be composed mostly of light, appearing translucent even though its heft is solid. When you use a brilliant energy weapon to attack a living creature wearing armor or bearing a shield, that attack bypasses those protections to focus its power on the corporeal essence of your target, imposing disadvantage on the target’s defense roll.
This feature can be applied to melee weapons, thrown weapons, and ammunition.
A brilliant energy weapon can’t harm undead or constructs, and can’t be used to damage any object. The weapon always has the glowing feature, but its light can’t be deactivated.
Transmutation; unusual; cost +800 gp
Defending
This weapon feels especially sturdy in the hand. While you wield a defending weapon, you can use a free action at the start of your turn to focus its magic on defense at the expense of offense. Until the start of your next turn, you have a d4 bane on attack rolls with this weapon and a d4 boon on defense rolls.
This feature can be applied to melee weapons.
Abjuration; common; cost +200 gp
Energy Lash
Traces of energy of a specific type — acid, cold, fire, lightning, or thunder — appear to flow out of this weapon each time it hits in battle. While you wield an energy lash weapon, you can use a standard action to perform a command signal and choose a creature within 30 feet of you. A bright tendril of magical energy erupts from the weapon to reach out for the target. Make an attack roll as if you were making a melee or thrown attack with the weapon. If the attack hits, the target takes 4d6 damage of the weapon’s energy type. You can use this feature once per day, regaining its use when you finish a long rest.
This feature can be applied to melee weapons and thrown weapons.
Evocation; common; cost +300 gp
Imprecation
This weapon feels strangely cold when first handled. Whenever you score a critical hit with this weapon, you can impose a curse of your choice on the target, as if they had failed a saving throw against the bestow curse spell.
This feature can be applied to melee weapons, thrown weapons, and ranged weapons.
Necromancy; common; cost +700 gp
Nimble
This weapon feels unnaturally well balanced when first handled. A nimble weapon can be wielded more easily when making multiple attacks, with a two-handed weapon treated as a one-handed weapon and a one-handed weapon treated as a light weapon for the purpose of determining that weapon’s bane on attack rolls. A nimble weapon isn’t considered a different weapon for any other purpose, and none of its other statistics or features change.This effect can be applied to one-handed and two-handed melee weapons.
Transmutation; common; cost +200 gp
Sanguine
This weapon’s tip gleams faintly even in the absence of light. When you hit with an attack using a sanguine weapon, you can use a free action to have the attack drain the vitality of the target, who takes a −1d4 penalty to their critical points. You can use this feature three times per day, regaining all expended uses when you finish a long rest.
This feature can be applied to melee weapons that deal piercing damage.
Necromancy; unusual; cost +500 gp
Subtle
This weapon is dull gray in color, and seems to disappear when not directly observed. Whenever you use a subtle weapon to attack with advantage, the attack has favored damage.
This feature can be applied to melee weapons.
Illusion; common; cost +50 gp