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\section{Armor and Shields}\label{armor-and-shields}

D\&D 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 the worlds of D\&D.

\textbf{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.

\textbf{Armor Class (AC).} Armor protects its wearer from attacks. The
armor (and shield) you wear determines your base Armor Class.

\textbf{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.

\textbf{Stealth.} If the Armor table shows ``Disadvantage'' in the
Stealth column, the wearer has disadvantage on Dexterity (Stealth)
checks.

\textbf{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.

\subsection{Light Armor}\label{light-armor}

Made from supple and thin materials, l1ght 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.

\textbf{Padded.} Padded armor consists of quilted layers of cloth and
batting.

\textbf{Leather.} The breastplate and shoulder protectors of this armor
are made of leather that has been stiffened by being boiled in oil. The
rest of the armor is made of softer and more flexible materials.

\textbf{Studded Leather.} Made from tough but flexible leather, studded
leather is reinforced with close---set rivets or spikes.

\subsection{Medium Armor}\label{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.

\textbf{Hide.} This crude armor consists of thick furs and pelts. It is
commonly worn by barbarian tribes. evil humanoids, and other folk who
lack access to the tools and materials needed to create better armor.

\textbf{Chain Shirt.} Made of interlocking metal rings. a chain shirt is
worn between layers of clothing or leather. This armor offers modest
protection to the wearer's upper body and allows the sound of the rings
rubbing against one another to be muffled by outer layers.

\textbf{Scale Mail.} This armor consists of a coat and leggings (and
perhaps a separate skirt) of leather covered with overlapping pieces of
metal, much like the scales of a fish. The suit includes gauntlets.

\textbf{Breastplate.} This armor consists of a fitted metal chest piece
worn with supple leather. Although it leaves the legs and arms
relatively unprotected, this armor provides good protection for the
wearer's Vital organs while leaving the wearer relatively unencumbered.

\textbf{Half Plate.} Half plate consists of shaped metal plates that
cover most of the wearer's body. It does not include leg protection
beyond simple greaves that are attached with leather straps.

\subsection{Heavy Armor}\label{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.

\textbf{Ring Mail.} This armor is leather armor with heavy rings sewn
into it. The rings help reinforce the armor against blows from swords
and axes. Ring mail is inferior to chain mail, and it's usually worn
only by those who can't afford better armor.

\textbf{Chain Mail.} Made of interlocking metal rings, chain mail
includes a layer of quilted fabric worn underneath the mail to prevent
chafing and to cushion the impact of blows. The suit includes gauntlets.

\textbf{Splint.} This armor is made of narrow vertical strips of metal
riveted to a backing of leather that is worn over cloth padding.
Flexible chain mail protects the joints.

\textbf{Plate.} Plate consists of shaped, interlocking metal plates to
cover the entire body. A suit of plate includes gauntlets, heavy leather
boots, a visored helmet, and thick layers of padding underneath the
armor. Buckles and straps distribute the weight over the body.

\subsection{Getting Into and Out of
Armor}\label{getting-into-and-out-of-armor}

The time it takes to don or doff armor depends on the armor's category.

\textbf{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.

\textbf{Doff:} This is the time it takes to take off armor. If you have
help, reduce this time by half.


\begin{tabular}{l | l | l }
  Category & Don & Doff \\
  \hline
  Light Armor & 1 minute & 1 minute \\
  Medium Armor & 5 minutes & 1 minute \\
  Heavy Armor & 10 minutes & 5 minutes \\
  Shield & 1 action & 1 action \\
\end{tabular}

\subsection{Armor Summary}\label{armor-summary}

\begin{tabular}{l | l | l | l | l | l }
  Armor & Cost & AC & Strength & Stealth & Weight \\
  \hline
  \emph{Light Armor} &  &  &  &  &  \\
Padded & 5 gp & 11 + Dex modifier &  & Disadvantage & 8 lb \\
Leather & 10 gp & 11 + Dex modifier &  &  & 10 lb \\
Studded leather & 45 gp & 12 + Dex modifier &  &  & 13 lb \\
\emph{Medium Armor} &  &  &  &  &  \\
Hide & 10 gp & 12 + Dex modifier (max 2) &  &  & 12 lb \\
Chain shirt & 50 gp & 13 + Dex modifier (max 2) &  &  & 20 lb \\
Scale Mail & 50 gp & 14 + Dex modifier (max 2) &  & Disadvantage & 45 lb \\
Breastplate & 400 gp & 14 + Dex modifier (max 2) &  &  & 20 lb \\
Half Plate & 750 gp & 15 + Dex modifier (max 2) &  & Disadvantage & 40 lb \\
\emph{Heavy Armor} &  &  &  &  &  \\
Ring Mail & 30 gp & 14 &  & Disadvantage & 40 lb \\
Chain Mail & 75 gp & 16 & Str 13 & Disadvantage & 55 lb \\
Splint & 200 gp & 17 & Str 15 & Disadvantage & 60 lb \\
Plate & 1,500 gp & 18 & Str 15 & Disadvantage & 65 lb \\
\emph{Shield} &  &  &  &  &  \\
  Shield & 10 gp & +2 &  &  & 6 lb \\
\end{tabular}


\subsection{Variant: Equipment Sizes}\label{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, a burly
half-orc won't fit in a halfling's leather armor, and a gnome would be
swallowed up in a cloud giant's elegant robe.

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 an armorsmith,
tailor, leatherworker, or similar expert to make the item wearable. The
cost for such work varies from 10 to 40 percent ofthe market price ofthe
item. The DM can either roll 1d4 x 10 or determine the increase in cost
based on the extent of the alterations required.