Armour Name

Cost

Armour Class (AC)

Strength

Athletics

Stealth

Weight

Light Armour

Leather

10 gp

11+ Dex Modifier

-

-

-

8 lb.

Padded

20 gp

12 + Dex Modifier

-

Disadvantage

-

10 lb.

Studded leather

65 gp

12 + Dex Modifier

-

-

-

13 lb.

Medium Armour

Hide

15 gp

13 + Dex Modifier (max 3)

-

Disadvantage

-

15 lb.

Chain shirt

80 gp

13 + Dex Modifier (max 3)

-

-

-

20 lb.

Ring mail

50 gp

14 + Dex Modifier (max 2)

13

Disadvantage

Disadvantage

40 lb.

Breast plate

400 gp

14 + Dex Modifier (max 2)

-

Disadvantage

-

20 lb.

Half-plate

750 gp

15 + Dex Modifier (max 2)

13

Disadvantage

Disadvantage

40 lb.

Heavy armour

Scale mail

60 gp

15

-

Disadvantage

Disadvantage

35 lb.

Chain mail

120 gp

16

13

Disadvantage

Disadvantage

55 lb.

Splint

300 gp

17

15

Disadvantage

Disadvantage

60 lb.

Plate

1500 gp

18

17

Disadvantage

Disadvantage

65 lb.

Helmet

Helmet

10 gp

+1

-

-

-

1 lb.

Shields

Buckler

5 gp

+2

-

Disadvantage

-

2 lb.

Regular shield

10 gp

+2

-

Disadvantage

-

6 lb.

Tower shield

50 gp

+2

13

Disadvantage

Disadvantage

12 lb.

 

Shield special properties

Buckler

A character can don or doff a buckler as part of changing their weapons. A buckler only adds its bonus to armour class against melee attacks.

 

Regular Shield

A character wielding a shield can use it to offer protection to other creatures. A character wielding a shield can use their reaction when a creature adjacent to them is being targeted by a melee attack to give the attacking creature disadvantage on the attack roll. The character must be able to to see the attacking creature.

 

Tower Shield

Any friendly creature that would normally benefit from half cover from the character that wields the tower shield, instead gains three-quarters cover from a character that wields a tower shield. In addition, a character that wields a tower shield can use a reaction, when hit by a ranged attack, to increase the shield’s bonus to armour class to a +5 bonus against the triggering attack, potentially turning the hit into a miss.

Armour and protection

This section presents rules and tables for armour, shields, and helmets.

The armour table shows the cost, weight, and other properties of the common types of armour, shields and helmets used in a fantasy game.

 

Armour training

Anyone can put on a suit of armour. Only those trained in the armour’s use know how to wear it effectively, however classes, perks and feats may give you training with different types of armour. If you wear armour that you lack training with, you have disadvantage on any ability check and saving throw that involves Strength or Dexterity, as well as attack rolls.

If you wield a shield or a helmet you are not proficient with, you do not get its armour bonus only its penalties.

 

Armour Class (AC)

Armor (as well as shield and helmets) protects its wearer from attacks. The armour you wear determines your base Armor Class.

 

Light armour

If you wear light armour, you add your Dexterity modifier to the base number from your armour type to determine your armour class.

 

Medium armour

If you wear medium armour, you add your Dexterity modifier, to a maximum indicated on the armour table, to the base number from your armour type to determine your Armor Class. Swimming in medium armour increases the DC by 5.

 

Heavy armour

Heavy armour doesn’t let you add your Dexterity modifier to your armour class, but it also doesn’t penalize you if your Dexterity modifier is negative. Swimming in heavy armour increases the DC by 10.

 

Helmet

Helmets that offer additional protection to armour are full helmets often made from metal that cover the wearers face.

A character can don a helmet to gain +1 bonus to their armour class. Wearing a helmet gives the wearer disadvantage on Wisdom (Perception) checks that rely on sight or hearing.

 A character can use an action to don or doff a helmet. You can benefit from only one helmet at a time.

Only creatures with medium armour training gain the helmet’s armour bonus.

 

Shield Training

A shield is made from wood or metal and is carried in one hand. A creature must use an action to don or doff a shield (except the buckler - see below) The different types of shields offer different benefits to their wearer in addition to a bonus to armour class (see descriptions below the armour table). You can benefit from only one shield at a time. Only creatures with shield training gain the shield’s armour bonus and the ability to benefit from the shield’s properties.

 

Strength Requirement

Heavier armour interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows a numeric value (such as “13”) in the Strength column for an armour type, the armour reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

 

Athletics

If the Armor table shows "Disadvantage" in the Athletics column, the wearer has disadvantage on Strength (athletics) checks to climb and swim.

 

Stealth

If the Armour table shows "Disadvantage" in the stealth column, the wearer has disadvantage on Dexterity (stealth) checks.

 

Spell Failure

Wearing armour can interfere with the casting of spells certain spells.

Spells with somatic components that are cast with a spell slot cannot be cast while wearing armour unless the wearer has a feature that allows them to do so (usually called ‘armoured casting’).