Bludgeoning damage is reliable. You can re roll one result of 1-2 on bludgeoning damage dice once per weapon attack. If a bludgeoning weapon attack critically hits a creature they must succeed a DC 15 Constitution saving throw or are stunned until the end of their next turn.

While you are wearing armor and are hit with a weapon attack, you can expend your reaction to direct the attack into the thickest regions of your armor. Your armors AC score is reduced by 1+ the attacking weapons AS, but any damage your armor would usually reduce is reduced by triple its usual amount. If this reduces the damage to 0, you are refunded the reaction, as you shrug off the blow in stride.

When an enemy rolls to hit you with a melee attack but before it is determined if the attack hits, you can expend your reaction to add your proficiency bonus to your AC for the attack if you are holding a melee weapon or a shield. If this causes the attack to miss you, what you used to block the blow takes damage. If you used a weapon its damage dice is reduced to the next largest damage dice (d12s to d10s, d10s to d8s, d8s to d6s, d6s to d4s, d4s rolled with disadvantage), while if you used a shield its AC is reduced by 1. A weapon at the lowest damage bracket and a shields whose AC is 1 are destroyed. If a weapon has multiple damage dice, its damage dice are reduced to 1d6 instead of being destroyed.

New Armor Rules

While a creatures AC is below its unarmored AC, it can use its unarmored AC instead (10 + Dex modifier).

Heavy Armor: Reduces slashing and bludgeoning damage you receive by an amount equal to your proficiency bonus.

Medium Armor: Reduces slashing damage you receive by an amount equal to your proficiency bonus.

Shoddy Armor: Costs half as much of its usual counterparts. It weighs twice as much, and whenever its AC is reduced, it is instead reduced by double the amount.

Mastercrafted Armor: Costs twice the amount as its usual counterparts. Mastercrafted armor reduces damage by an additional 3, and weighs half as much. Additionally, you can increase your Toughness by an amount equal to your Strength modifier while wearing mastercrafted armor.

Gambeson: Light Armor, Cost: 6gp, AC 12, 7lb. Gambeson reduces slashing damage you take by an amount equal to your proficiency bonus.

Sundered Armor: Armor is considered sundered when its AC score is reduced to lower than 10. Sundered armor cannot reduce incoming damage.

Repairing Weapons, Armor, and Shields: To repair armor you must be proficient with the appropriate tools. Blacksmiths tools for shields, plate, scale, and chain armor, tailors tools for gambeson and padded armor, leatherworkers tools for leather armor. An amount of gold and hours equal to the AC points wished to be restored must be expended. Craftsman can do this for double the price. Each damage dice size you wish to restore to a weapon works in the same way as each point of AC, requiring blacksmiths tools.

New Conditions If a creature with blood gains a lasting wound or is critically hit with slashing damage, it suffers the bleeding condition. Creatures already bleeding begin hemorrhaging instead.

Bleeding A bleeding creature takes 1d4 damage at the beginning of each of its turns.

To end the condition a DC 15 Medicine check must be succeeded by the creature, or an ally mending them.