Armor

Crafting normal armor requires half the gold cost.

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

Light Armor (1 Minute to Don or Doff)

Armor Armor Class (AC) Strength Stealth Weight Cost Profession
Padded Armor 11 + Dex modifier - Disadvantage 8 lb. 5 GP Leatherworking
Leather Armor 11 + Dex modifier - - 10 lb. 10 GP Leatherworking
Studded Leather Armor 12 + Dex modifier - - 13 lb. 45 GP Leatherworking

Medium Armor (5 Minutes to Don and 1 Minute to Doff)

Armor Armor Class (AC) Strength Stealth Weight Cost Profession
Hide Armor 12 + Dex modifier (max 2) - - 12 lb. 10 GP Leatherworking
Chain Shirt 13 + Dex modifier (max 2) - - 20 lb. 50 GP Blacksmithing
Scale Mail 14 + Dex modifier (max 2) - Disadvantage 45 lb. 50 GP Blacksmithing
Breastplate 14 + Dex modifier (max 2) - - 20 lb. 400 GP Blacksmithing
Half Plate Armor 15 + Dex modifier (max 2) - Disadvantage 40 lb. 750 GP Blacksmithing

Heavy Armor (10 Minutes to Don and 5 Minutes to Doff)

Armor Armor Class (AC) Strength Stealth Weight Cost Profession
Ring Mail 14 - Disadvantage 40 lb. 30 GP Blacksmithing
Chain Mail 16 Str 13 Disadvantage 55 lb. 75 GP Blacksmithing
Splint Armor 17 Str 15 Disadvantage 60 lb. 200 GP Blacksmithing
Plate Armor 18 Str 15 Disadvantage 65 lb. 1,500 GP Blacksmithing

Shield (Utilize Action to Don or Doff)

Armor Armor Class (AC) Strength Stealth Weight Cost Profession
Shield +2 - - 6 lb. 10 GP Blacksmithing

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 X 10 percent of the market price of the item.