Difference between revisions of "Armor"
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− | The time it takes to put on or remove armor depends on the armor's category. See the adjacent table.{{a}}'''''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.{{a}}'''''Doff.''''' This is the time it takes to take off armor. If you have help, reduce this time by half. | + | The time it takes to put on or remove armor depends on the armor's category. See the adjacent table.{{a}}'''''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.{{a}}'''''Doff.''''' This is the time it takes to take off armor. If you have help, reduce this time by half.</div> |
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Latest revision as of 16:20, 8 January 2022
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Player's Guide |
System Reference |
Compendium |
Equipment→ Armor
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 Hyrule and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.
Armor Qualities
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.
Strength Requirements. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table lists entries such as “Str 13” or “Str 15” in the Strength column for an armor type, your Strength score must be at least as high to wear the armor proficiently. If your Strength falls short, you are restricted as if you weren't proficient with the armor, even if you otherwise have proficiency.
Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. If you aren't wearing armor and don't have a special feature for AC, your Armor Class is 10 + your Dexterity modifier.
Shield. When you wield a shield in one arm, it increases your AC by a specified amount. You can benefit from only one shield at a time.
Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks made to move quietly.
Armor Categories
Armor comes in three broad categories: light, medium, and heavy.
Light. 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. Medium armor offers more protection than light armor, but it also impairs your movement more. If you wear medium armor, you ass your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
Heavy. 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, strong 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.
List of Armor
Click any of the armor types below for a more detailed page focusing on that armor type.
Armor | Cost | Armor Class (AC) | Strength | Stealth | Properties | Weight | d20 |
---|---|---|---|---|---|---|---|
Light Armor | |||||||
Partial armor | 100 rp | 11 + Dex modifier | — | — | — | 10 lb. | 1-3 |
Armored tunic | 450 rp | 12 + Dex modifier | — | — | — | 13 lb. | 4-6 |
Medium Armor | |||||||
Hide | 50 rp | 12 + Dex modifier (max 2) | — | — | — | 12 lb. | 7-8 |
Chain shirt | 500 rp | 13 + Dex modifier (max 2) | — | — | — | 20 lb. | 9 |
Scale | 500 rp | 14 + Dex modifier (max 2) | — | Disadvantage | — | 45 lb. | 10 |
Breastplate | 4,000 rp | 14 + Dex modifier (max 2) | — | — | — | 20 lb. | 11-12 |
Half plate | 7,500 rp | 15 + Dex modifier (max 2) | — | Disadvantage | — | 40 lb. | 13 |
Heavy Armor | |||||||
Ring | 300 rp | 14 | — | — | — | 40 lb. | 14 |
Chain | 750 rp | 16 | Str 13 | Disadvantage | — | 55 lb. | 15-16 |
Splint | 2,000 rp | 17 | Str 15 | Disadvantage | — | 60 lb. | 17 |
Plate | 15,000 rp | 18 | Str 15 | Disadvantage | — | 65 lb. | 18-20 |
Shield | |||||||
Wooden | 20 rp | +2 | — | — | Flammable1 | 3 lb. | 1-4 |
Iron | 80 rp | +2 | — | — | — | 6 lb. | 5-16 |
Deflecting | 200 rp | +3 | — | — | No Melee2 | 3 lb. | 17-18 |
Heavy | 350 rp | +3 | Str 15 | Disadvantage | Heavy Proficiency3 | 35 lb. | 19-20 |
1. If you take damage from being ignited while wielding a wooden shield, it is irrevocably destroyed. You can prevent this by using your action to end the ignited condition.
2. The AC bonus from a deflecting shield is ignored by melee attacks.
3. To wield a heavy shield proficiently, you must have at least 15 Strength and be proficient with heavy armor.
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 |
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.
The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]