Armor and Shields
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The Armor table lists the game’s main armor. The table includes the cost and weight of armor, as well as the following details:
Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table).
Armor Class (AC). The table’s Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail.
Strength. If the table shows a Strength score in the Strength column for an armor type, that 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 table shows “Disadvantage” in the Stealth column for an armor type, the wearer has Disadvantage on Dexterity (Stealth) checks.
Light Armor
Takes 1 Minute to Don or Doff
| Name | Armor Class (AC) | Strength | Stealth | Weight | Cost |
|---|---|---|---|---|---|
| Padded | 11 + Dex modifier | - | Disadvantage | 8 lb. | 5 gp |
| Leather | 11 + Dex modifier | - | - | 10 lb. | 10 gp |
| Studded Leather | 12 + Dex Modifier | - | - | 13 lb. | 45 gp |
Medium Armor
Takes 5 Minutes to Don and 1 Minute to Doff
| Name | Armor Class (AC) | Strength | Stealth | Weight | Cost |
|---|---|---|---|---|---|
| Hide | 12 + Dex modifier (max 2) | - | - | 12 lb. | 10 gp |
| Chain Shirt | 13 + Dex modifier (max 2) | - | - | 20 lb. | 50 gp |
| Scale Mail | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. | 50 gp |
| Spiked Armor | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. | 75 gp |
| Breastplate | 14 + Dex modifier (max 2) | - | - | 20 lb. | 400 gp |
| Halfplate | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb. | 750 gp |
Heavy Armor
Takes 10 Minutes to Don and 5 Minutes to Doff
| Name | Armor Class (AC) | Strength | Stealth | Weight | Cost |
|---|---|---|---|---|---|
| Ring Mail | 14 | - | Disadvantage | 40 lb. | 30 gp |
| Chain Mail | 16 | Str 13 | Disadvantage | 55 lb. | 75 gp |
| Splint | 17 | Str 15 | Disadvantage | 60 lb. | 200 gp |
| Plate | 18 | Str 15 | Disadvantage | 65 lb. | 1,500 gp |
Shield
Takes 1 action to don or doff
| Name | Armor Class (AC) | Strength | Stealth | Weight | Cost |
|---|---|---|---|---|---|
| Shield | +2 | - | - | 6 lb. | 10 gp |
Armor Proficiency
- 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.