Armor
The armor of the fifth-edition SRD, as its tables print them.
SRD 5.1 (2014)
| Name | Cost | Weight | Armor class | Strength | Stealth |
|---|---|---|---|---|---|
| Light Armor | |||||
| Padded | 5 gp | 8 lb. | 11 + Dex modifier | — | Disadvantage |
| Leather | 10 gp | 10 lb. | 11 + Dex modifier | — | — |
| Studded leather | 45 gp | 13 lb. | 12 + Dex modifier | — | — |
| Medium Armor | |||||
| Hide | 10 gp | 12 lb. | 12 + Dex modifier (max 2) | — | — |
| Chain shirt | 50 gp | 20 lb. | 13 + Dex modifier (max 2) | — | — |
| Scale mail | 50 gp | 45 lb. | 14 + Dex modifier (max 2) | — | Disadvantage |
| Breastplate | 400 gp | 20 lb. | 14 + Dex modifier (max 2) | — | — |
| Half plate | 750 gp | 40 lb. | 15 + Dex modifier (max 2) | — | Disadvantage |
| Heavy Armor | |||||
| Ring mail | 30 gp | 40 lb. | 14 | — | Disadvantage |
| Chain mail | 75 gp | 55 lb. | 16 | Str 13 | Disadvantage |
| Splint | 200 gp | 60 lb. | 17 | Str 15 | Disadvantage |
| Plate | 1,500 gp | 65 lb. | 18 | Str 15 | Disadvantage |
| Shield | |||||
| Shield | 10 gp | 6 lb. | +2 | — | — |
Armor
Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.
The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.
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.
Getting Into and Out of Armor
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.
Donning and Doffing Armor
| 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 |
SRD 5.2.1 (2024)
| Name | Cost | Weight | Armor class | Strength | Stealth | Don doff |
|---|---|---|---|---|---|---|
| Light Armor | ||||||
| Padded Armor | 5 GP | 8 lb. | 11 + Dex modifier | — | Disadvantage | 1 Minute to Don or Doff |
| Leather Armor | 10 GP | 10 lb. | 11 + Dex modifier | — | — | 1 Minute to Don or Doff |
| Studded Leather Armor | 45 GP | 13 lb. | 12 + Dex modifier | — | — | 1 Minute to Don or Doff |
| Medium Armor | ||||||
| Hide Armor | 10 GP | 12 lb. | 12 + Dex modifier (max 2) | — | — | 5 Minutes to Don and 1 Minute to Doff |
| Chain Shirt | 50 GP | 20 lb. | 13 + Dex modifier (max 2) | — | — | 5 Minutes to Don and 1 Minute to Doff |
| Scale Mail | 50 GP | 45 lb. | 14 + Dex modifier (max 2) | — | Disadvantage | 5 Minutes to Don and 1 Minute to Doff |
| Breastplate | 400 GP | 20 lb. | 14 + Dex modifier (max 2) | — | — | 5 Minutes to Don and 1 Minute to Doff |
| Half Plate Armor | 750 GP | 40 lb. | 15 + Dex modifier (max 2) | — | Disadvantage | 5 Minutes to Don and 1 Minute to Doff |
| Heavy Armor | ||||||
| Ring Mail | 30 GP | 40 lb. | 14 | — | Disadvantage | 10 Minutes to Don and 5 Minutes to Doff |
| Chain Mail | 75 GP | 55 lb. | 16 | Str 13 | Disadvantage | 10 Minutes to Don and 5 Minutes to Doff |
| Splint Armor | 200 GP | 60 lb. | 17 | Str 15 | Disadvantage | 10 Minutes to Don and 5 Minutes to Doff |
| Plate Armor | 1,500 GP | 65 lb. | 18 | Str 15 | Disadvantage | 10 Minutes to Don and 5 Minutes to Doff |
| Shield | ||||||
| Shield | 10 GP | 6 lb. | +2 | — | — | Utilize Action to Don or Doff |
Armor
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.
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.