Armor

From SRD52
(Redirected from Chain Shirt)
Jump to navigation Jump to search

Equipment

Coins
Weapons
Armor
Tools
Adventuring Gear
Mounts and Vehicles
Lifestyle Expenses
Food, Drink, and Lodging
Hirelings
Spellcasting
Magic Items

Armor

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
Armor Armor Class (AC) Strength Stealth Weight Cost
Light Armor (1 Minute to Don or Doff)
Padded Armor 11 + Dex modifier Disadvantage 8 lb. 5 GP
Leather Armor 11 + Dex modifier 10 lb. 10 GP
Studded Leather Armor 12 + Dex modifier 13 lb. 45 GP
Medium Armor (5 Minutes to Don and 1 Minute to Doff)
Hide Armor 12 + Dex modifier (max 2) 12 lb. 10 GP
Chain Shirt 13 + Dex modifier (max 2) 20 lb. 50 GP
Scale Mail 14 + Dex modifier (max 2) Disadvantage 45 lb. 50 GP
Breastplate 14 + Dex modifier (max 2) 20 lb. 400 GP
Half Plate Armor 15 + Dex modifier (max 2) Disadvantage 40 lb. 750 GP
Heavy Armor (10 Minutes to Don and 5 Minutes to Doff)
Ring Mail 14 Disadvantage 40 lb. 30 GP
Chain Mail 16 Str 13 Disadvantage 55 lb. 75 GP
Splint Armor 17 Str 15 Disadvantage 60 lb. 200 GP
Plate Armor 18 Str 15 Disadvantage 65 lb. 1,500 GP
Shield (Utilize Action to Don or Doff)
Shield +2 6 lb. 10 GP

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.