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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.

The Armor table lists the game’s main armor. The table includes the cost and weight of armor, as well as the following details:


Armor Training

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.

Light, Medium, or Heavy Armor

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.

Shield

You gain the Armor Class benefit of a Shield only if you have training with it.

One at a Time

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.


Light Armor (1 Minute to Don or Doff)
Light Armor (1 Minute to Don or Doff)
Armor   Armor Class (AC)   Strength   Stealth   Weight   Cost
Padded Armor 11 + Dex modifier Disadvantage 8 lb. 5 GP
Leather Armor 11 + Dex modifier 10 lb. 10 GP
Studded Leather Armor 12 + Dex modifier 13 lb. 45 GP

Medium Armor (5 Minutes to Don and 1 Minute to Doff)
Medium Armor (5 Minutes to Don and 1 Minute to Doff)
Armor   Armor Class (AC)   Strength   Stealth   Weight   Cost
Hide Armor 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
Breastplate 14 + Dex modifier (max 2) 20 lb. 400 GP
Half Plate Armor 15 + Dex modifier (max 2) Disadvantage 40 lb. 750 GP

Heavy Armor (10 Minutes to Don and 5 Minutes to Doff)
Heavy Armor (10 Minutes to Don and 5 Minutes to Doff)
Armor   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 Armor 17 Str 15 Disadvantage 60 lb. 200 GP
Plate Armor 18 Str 15 Disadvantage 65 lb. 1,500 GP

Shield (Utilize Action to Don or Doff)
Shield (Utilize Action to Don or Doff)
Armor   Armor Class (AC)   Strength   Stealth   Weight   Cost
Shield +2 6 lb. 10 GP
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