Armor
Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have Disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
Heavy Armor. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has Disadvantage on Dexterity (Stealth) checks.
Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Light Armor
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
Medium Armor
Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
Heavy Armor
Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Light Armor | |||||
Padded | 5 gp | 12 + Dex modifier | — | Disadvantage | 8 lb. |
Leather | 10 gp | 11 + Dex modifier | — | — | 10 lb. |
Studded leather | 45 gp | 12 + Dex modifier | — | — | 13 lb. |
Medium Armor | |||||
Hide | 10 gp | 12 + Dex modifier (max 2) | — | — | 12 lb. |
Chain shirt | 50 gp | 13 + Dex modifier (max 2) | — | — | 20 lb. |
Scale mail | 50 gp | 14 + Dex modifier (max 2) | — | Disadvantage | 45 lb. |
Breastplate | 400 gp | 14 + Dex modifier (max 2) | — | — | 20 lb. |
Half plate | 750 gp | 15 + Dex modifier (max 2) | — | Disadvantage | 40 lb. |
Heavy Armor | |||||
Ring mail | 30 gp | 15 | — | Disadvantage | 40 lb. |
Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. |
Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |
Plate | 1500 gp | 18 | Str 15 | Disadvantage | 65 lb. |
Shield | |||||
Shield | 10 gp | +2 | — | — | 6 lb. |
Getting Into and Out of Armor
The time it takes to don or doff armor depends on the armor's category.
Category | Don | Doff |
---|---|---|
Light Armor | 1 minute | 1 minute |
Medium Armor | 5 minutes | 1 minute |
Heavy Armor | 10 minutes | 5 minutes |
Shield | 1 action | 1 action |