1. Notes

SRD: Armor

Table: Armor and Shields
Light Armor
ArmorArmor Class (AC)StrengthStealthWeightCost
Padded11 + Dex modifierDisadvantage8 lb.5 gp
SRD: Leather Armor
11 + Dex modifier10 lb.10 gp
Studded Leather12 + Dex modifier13 lb.45 gp
Medium Armor
ArmorArmor Class (AC)StrengthStealthWeightCost
Hide12 + Dex modifier (max 2)12 lb.10 gp
Chain Shirt13 + Dex modifier (max 2)20 lb.50 gp
Scale Mail14 + Dex modifier (max 2)Disadvantage45 lb.50 gp
Breastplate14 + Dex modifier (max 2)20 lb.400 gp
Half Plate15 + Dex modifier (max 2)Disadvantage40 lb.750 gp
Heavy Armor
ArmorArmor Class (AC)StrengthStealthWeightCost
Ring Mail14Disadvantage40 lb.30 gp
Chain Mail16Str 13Disadvantage55 lb.75 gp
Splint Mail17Str 15Disadvantage60 lb.200 gp
Plate Mail18Str 15Disadvantage65 lb.1,500 gp
 
ArmorArmor Class (AC)StrengthStealthWeightCost
Shield+26 lb.10 gp

Armor Categories

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.

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.

Armor Statistics

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.

Stealth: If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Strength: 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.

Getting Into and Out of Armor

Table: Donning and Doffing Armor
CategoryDonDoff
Light Armor1 minute1 minute
Medium Armor5 minutes1 minute
Heavy Armor10 minutes5 minutes
Shield1 action1 action

The time it takes to don or doff armor depends on the armor’s category.

Don: This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

Doff: This is the time it takes to take off armor. If you have help, reduce this time by half.

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Notes