The Armor table lists the game’s main armor. The table includes the cost and weight of armor, as well as the following details:
Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character’s class and other features determine the character’s armor training. A monster has training with any armor in its stat block.
If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can’t cast spells.
You gain the Armor Class benefit of a Shield only if you have training with it.
A creature can wear only one suit of armor at a time and wield only one Shield at a time.
Variant: Equipment Sizes
In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, an orc adventurer won’t fit in a halfling’s Leather Armor, and a cloud giant’s robe would be far too large for a gnome.
The DM can impose more realism. For example, a suit of Plate Armor made for one human might not fit another one without significant alterations, and a guard’s uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.
Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit a smith, a tailor, a leatherworker, or a similar expert to make the item wearable. The cost for such work is 1d4 × 10 percent of the market price of the item.