Chult is a hot and humid land. Average temperature during daylight is 36 C (96 F), basking under the tropical sun. Humidity makes the heat feel even more unforgiving. While conditions are still tolerable, traditional metal can make it a lot more difficult as the metallic surface may become so hot it's hard to touch or wear.
Heat and Exhaustion
During daylight, wearing medium or heavy armour with a substantial amount of metal provokes +1 level of Exhaustion in about 20 minutes. This Exhaustion can only be recovered over the course of a Short Rest cooling off in a shade and drinking water. In case the environment turns even hotter, above 38 C (100 F), this exhaustion is added on top of any extra exhaustion from the regular rules in the DMG page 110. These rules also apply to shields.
Less Travel Time
This can significantly slow down travel time in the best hours of day, while the sun is high and the jungle is not so dark. Adventurers who insist in wearing metal all the time can half the pace of advance for the entire group.
No AC bonus without preparation
The GM will assume adventurers won't be wearing any armour if they don't specifically prepare for combat. In these conditions, any surprise attack or emergency situation is a risk.
These are the common types of protection from the PHB that are affected by the 20-minutes rule:
Chultan Armor Options
Chultans wear different types of armours to avoid these issues as much as possible. They are made of dinosaur hide, beads and scale of giant beasts. They also tend to wield large, colourful leather shields that can cover their entire body from a hailstorm of arrows (or Batiri darts...).
|Armor||Cost in GP||AC||Strength||Stealth||Weight in Lb.|
|Beaded||25||12 + Dex||15|
|Fetish||25||11 + Dex||5|
|Woven Cord||10||11 + Dex||10|
|Chain Shirt||150||13 + Dex (max 2)||20|
|Giant Snake Scales||75||14 + Dex (max 2)||Disadvantage||45|
|600||14 + Dex (max 2)||15|
|Giant Beetle Half Plates||950||15 + Dex (max 2)||Disadvantage||35|
|Giant Dragonfly "Scales"||100||16||Str 13||Disadvantage||47|
|Salamander Scales||450||17||Str 15||Disadvantage||60|
|Bone Plate Mail|
|Large Wicker Shield||5||+2||10|
|Wicker Body Shield||15||+3||Str 12||15|
|Large Leather Shield||2||+1||8|
Jujus: Protection Charms
These hard-to-obtain amulets can only be made by the people living in the Ikembara village at the jungle of eternal twilight, near Orolunga. The unique combination of fey and primordial energies creeping from this corner of Chult enables the creation of jewelry that, in the right conditions, can protect nearly as well as body armors. They create an aura of deflection that mechanically works like DEX modifiers to AC with some more features but also limitations.
- Needs attunement.
- They are custom-made by a witch doctor: after attunement, it binds to the character. De-attunement destroys the juju.
- Provide additional DEX bonus that only works for the purpose of AC calculation. (And are therefore constrained by Medium and Heavy armors.)
- They have daily charges to cast a certain spell, like wands - but over-usage may destroy the juju. After using the last charge, a roll of 1 in a d20 exhaust its magic forever.
- Weight is negligible.
List of Jujus
|Juju Charm||Cost in GP||+DEX mod to AC||Spell||Daily Charges||Rarity|