D&D 5e Armor
Armor in D&D 5e protects characters from attacks by increasing their Armor Class (AC). The game divides armor into three categories: light, medium, and heavy. Your class determines which armor types you can wear proficiently. Wearing armor without proficiency imposes disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and prevents you from casting spells.
Light Armor
Light armor is made from flexible, lightweight materials. If you wear light armor, you add your full Dexterity modifier to your AC. Ideal for rogues, rangers, and other agile characters.
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|---|---|---|---|---|---|
| Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lbs |
| Leather | 10 gp | 11 + Dex modifier | - | - | 10 lbs |
| Studded Leather | 45 gp | 12 + Dex modifier | - | - | 13 lbs |
Medium Armor
Medium armor offers more protection than light armor, but also restricts movement somewhat. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to your AC. Perfect for clerics, druids, and versatile fighters.
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|---|---|---|---|---|---|
| Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lbs |
| Chain Shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lbs |
| Scale Mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lbs |
| Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lbs |
| Half Plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lbs |
Heavy Armor
Heavy armor offers the best protection, but doesn't let you add your Dexterity modifier to your AC. Some heavy armor also slows you down. Heavier armor also reduces your speed by 10 feet if you don't meet the Strength requirement. Designed for fighters, paladins, and front-line warriors.
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|---|---|---|---|---|---|
| Ring Mail | 30 gp | 14 | - | Disadvantage | 40 lbs |
| Chain Mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lbs |
| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lbs |
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lbs |
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 | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|---|---|---|---|---|---|
| Shield | 10 gp | +2 | - | - | 6 lbs |
Getting Into and Out of Armor
The time it takes to don or doff armor depends on the armor's category:
| 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 |
Donning: You can don armor only if you're proficient with it. To don armor, you must incorporate it into your body over the course of the indicated time.
Doffing: To doff armor, you must spend the indicated time removing it. If you have help removing armor, you can reduce the time by half.