Secret Lesson 64
Armor and Shields: Armor Class, Training, Strength Requirements, Stealth, and Donning or Doffing Armor
In the previous three lessons, we mastered:
WEAPONS
WEAPON PROPERTIES
and:
WEAPON MASTERY
Now we move from:
OFFENSE
to:
DEFENSE
One of the most important defensive statistics in 5E is:
ARMOR CLASS
usually abbreviated:
AC
Armor Class answers a fundamental question:
HOW DIFFICULT ARE YOU TO HIT?
When an enemy makes an Attack Roll against you, that attack normally succeeds if its total:
EQUALS OR EXCEEDS YOUR AC
Armor can replace your normal AC calculation with a new one.
A Shield can increase it further.
But armor also introduces several additional rules:
ARMOR TRAINING
DEXTERITY MODIFIERS
STRENGTH REQUIREMENTS
STEALTH DISADVANTAGE
DONNING AND DOFFING TIMES
and:
EQUIPMENT LIMITS
Understanding armor therefore means understanding much more than:
"BIGGER NUMBER = BETTER"
PART ONE — THE THREE ARMOR CATEGORIES
Every suit of armor in the main SRD Armor table belongs to one of three categories:
LIGHT ARMOR
MEDIUM ARMOR
or:
HEAVY ARMOR
These categories determine two major things:
HOW THE ARMOR CALCULATES AC
and:
HOW LONG IT TAKES TO DON OR DOFF
the armor.
PART TWO — COMPLETE ARMOR TABLE
| Armor | Armor Class | Strength | Stealth | Weight | Cost |
|---|---|---|---|---|---|
| Light Armor | |||||
| 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 | |||||
| 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 | |||||
| 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 | +2 | — | — | 6 lb. | 10 GP |
These are the complete nonmagical armor and Shield entries in the main SRD table.
PART THREE — NORMAL ARMOR CLASS
Without another base AC calculation, your normal base AC is:
10 + DEXTERITY MODIFIER
The Rules Glossary also establishes an important principle:
If a rule gives you another:
BASE AC CALCULATION
you choose which calculation to use.
You cannot combine:
MULTIPLE BASE AC CALCULATIONS
together.
EXAMPLE — NO ARMOR
Dexterity:
16
Dexterity modifier:
+3
Base AC:
10 + 3 =
AC 13
PART FOUR — ARMOR GIVES A DIFFERENT BASE AC
When you wear armor, the Armor table tells you:
YOUR BASE AC CALCULATION
For example:
Leather Armor:
11 + DEXTERITY MODIFIER
Chain Mail:
AC 16
These are different ways of calculating:
BASE AC
IMPORTANT
You don't normally calculate:
10 + DEX
and then add:
THE ARMOR'S AC
That would be incorrect.
The armor gives you:
A NEW BASE AC CALCULATION
WRONG EXAMPLE
Leather Armor:
11 + DEX
Dexterity modifier:
+3
Don't calculate:
10 + 3 + 11 =
24
That isn't the rule.
CORRECT
Leather Armor:
11 + 3 =
AC 14
PART FIVE — LIGHT ARMOR
Light Armor uses:
YOUR FULL DEXTERITY MODIFIER
The three Light Armors are:
PADDED ARMOR
LEATHER ARMOR
and:
STUDDED LEATHER ARMOR
LIGHT ARMOR AC FORMULA
Padded:
11 + DEX MODIFIER
Leather:
11 + DEX MODIFIER
Studded Leather:
12 + DEX MODIFIER
PART SIX — LIGHT ARMOR AND HIGH DEXTERITY
Because Light Armor has no listed maximum on the Dexterity modifier:
YOUR FULL DEX MODIFIER APPLIES
EXAMPLE — DEXTERITY 18
Dexterity modifier:
+4
Leather Armor:
11 + 4 =
AC 15
Studded Leather:
12 + 4 =
AC 16
DEXTERITY 20
Modifier:
+5
Studded Leather:
12 + 5 =
AC 17
PART SEVEN — LIGHT ARMOR AND LOW DEXTERITY
A negative Dexterity modifier also affects the calculation.
EXAMPLE
Dexterity:
8
Modifier:
−1
Leather Armor:
11 − 1 =
AC 10
Studded Leather:
12 − 1 =
AC 11
The armor doesn't say:
MINIMUM DEX MODIFIER 0
So apply the actual modifier.
PART EIGHT — PADDED ARMOR
Padded Armor:
Base AC:
11 + DEX MODIFIER
Weight:
8 LB.
Cost:
5 GP
Stealth:
DISADVANTAGE
EXAMPLE
Dexterity:
16
Modifier:
+3
Padded Armor:
11 + 3 =
AC 14
But while wearing it:
DEXTERITY (STEALTH) CHECKS HAVE DISADVANTAGE
PART NINE — LEATHER ARMOR
Leather Armor:
11 + DEX MODIFIER
Weight:
10 LB.
Cost:
10 GP
Stealth:
NO DISADVANTAGE LISTED
EXAMPLE
Dexterity:
16
Modifier:
+3
AC:
11 + 3 =
14
PART TEN — STUDDED LEATHER ARMOR
Studded Leather:
12 + DEX MODIFIER
Weight:
13 LB.
Cost:
45 GP
No Stealth Disadvantage is listed.
EXAMPLE
Dexterity:
18
Modifier:
+4
AC:
12 + 4 =
AC 16
PART ELEVEN — LIGHT ARMOR COMPARISON
With Dexterity modifier:
+3
Padded:
11 + 3 =
14
Leather:
11 + 3 =
14
Studded Leather:
12 + 3 =
15
But Padded additionally imposes:
STEALTH DISADVANTAGE
This demonstrates why armor selection isn't only about:
AC
You should also examine:
COST
WEIGHT
and:
STEALTH
PART TWELVE — MEDIUM ARMOR
Medium Armor uses Dexterity differently.
Its formulas are:
BASE NUMBER + DEXTERITY MODIFIER, MAXIMUM +2
The five Medium Armors are:
HIDE ARMOR
CHAIN SHIRT
SCALE MAIL
BREASTPLATE
and:
HALF PLATE ARMOR
PART THIRTEEN — WHAT "DEX MODIFIER MAX 2" MEANS
Suppose your Dexterity modifier is:
+2
You add:
+2
Suppose it is:
+4
You still add only:
+2
Suppose it is:
+5
Still:
+2
The armor caps:
THE POSITIVE DEXTERITY CONTRIBUTION
at +2.
PART FOURTEEN — MEDIUM ARMOR WITH NEGATIVE DEXTERITY
The table says:
DEX MODIFIER (MAX 2)
It doesn't establish a minimum of:
0
So a negative Dexterity modifier still applies.
EXAMPLE
Dexterity:
8
Modifier:
−1
Half Plate:
15 − 1 =
AC 14
PART FIFTEEN — HIDE ARMOR
Hide Armor:
12 + DEX MODIFIER, MAX +2
Weight:
12 LB.
Cost:
10 GP
No Stealth Disadvantage listed.
DEX +0
AC:
12 + 0 =
12
DEX +2
AC:
12 + 2 =
14
DEX +4
Maximum allowed contribution:
+2
AC:
14
not:
16
PART SIXTEEN — CHAIN SHIRT
Chain Shirt:
13 + DEX MODIFIER, MAX +2
Weight:
20 LB.
Cost:
50 GP
No Stealth Disadvantage listed.
EXAMPLE
Dexterity modifier:
+2
AC:
13 + 2 =
15
DEX +4
Still:
13 + 2 =
AC 15
PART SEVENTEEN — SCALE MAIL
Scale Mail:
14 + DEX MODIFIER, MAX +2
Weight:
45 LB.
Cost:
50 GP
Stealth:
DISADVANTAGE
EXAMPLE
Dexterity modifier:
+2
AC:
14 + 2 =
16
But:
DEXTERITY (STEALTH) CHECKS HAVE DISADVANTAGE
PART EIGHTEEN — BREASTPLATE
Breastplate:
14 + DEX MODIFIER, MAX +2
Weight:
20 LB.
Cost:
400 GP
No Stealth Disadvantage listed.
EXAMPLE
Dexterity modifier:
+2
AC:
16
IMPORTANT COMPARISON
Scale Mail and Breastplate can both reach:
AC 16
with Dex +2.
But:
Scale Mail:
50 GP
and:
STEALTH DISADVANTAGE
Breastplate:
400 GP
and:
NO STEALTH DISADVANTAGE LISTED
The more expensive armor therefore doesn't merely change:
AC
It can also change:
OTHER CHARACTER CAPABILITIES
PART NINETEEN — HALF PLATE ARMOR
Half Plate:
15 + DEX MODIFIER, MAX +2
Weight:
40 LB.
Cost:
750 GP
Stealth:
DISADVANTAGE
DEX +0
AC:
15
DEX +1
AC:
16
DEX +2
AC:
17
DEX +4
Still:
AC 17
because the Dexterity contribution is capped at:
+2
PART TWENTY — MAXIMUM NONMAGICAL MEDIUM-ARMOR AC FROM THE TABLE
With Half Plate and Dexterity +2 or higher:
15 + 2 =
AC 17
before considering something separate such as:
A SHIELD
WITH SHIELD
If the character has appropriate Shield training:
17 + 2 =
AC 19
This combines:
THE ARMOR'S BASE AC
with:
THE SHIELD'S +2 BONUS
PART TWENTY-ONE — MEDIUM ARMOR COMPARISON AT DEX +2
| Medium Armor | AC | Stealth |
|---|---|---|
| Hide | 14 | Normal |
| Chain Shirt | 15 | Normal |
| Scale Mail | 16 | Disadvantage |
| Breastplate | 16 | Normal |
| Half Plate | 17 | Disadvantage |
This illustrates the trade-off between:
DEFENSE
STEALTH
COST
and:
WEIGHT
PART TWENTY-TWO — HEAVY ARMOR
Heavy Armor works differently from both:
LIGHT
and:
MEDIUM
The Heavy Armor table gives:
FIXED AC VALUES
You don't add your Dexterity modifier.
The four Heavy Armors are:
RING MAIL
CHAIN MAIL
SPLINT ARMOR
and:
PLATE ARMOR
PART TWENTY-THREE — DEXTERITY DOES NOT MODIFY HEAVY ARMOR AC
Ring Mail:
AC 14
Chain Mail:
AC 16
Splint:
AC 17
Plate:
AC 18
These are the listed AC values.
EXAMPLE — DEXTERITY 20
Plate Armor:
AC 18
You don't calculate:
18 + 5 =
23
The armor says:
AC 18
EXAMPLE — DEXTERITY 8
Modifier:
−1
Plate still gives:
AC 18
You don't subtract Dexterity either.
PART TWENTY-FOUR — RING MAIL
Ring Mail:
AC 14
Strength requirement:
NONE
Stealth:
DISADVANTAGE
Weight:
40 LB.
Cost:
30 GP
IMPORTANT
Ring Mail is Heavy Armor but doesn't list:
A STRENGTH REQUIREMENT
So it doesn't reduce Speed through the armor Strength rule merely because it belongs to:
HEAVY ARMOR
PART TWENTY-FIVE — CHAIN MAIL
Chain Mail:
AC 16
Strength:
13
Stealth:
DISADVANTAGE
Weight:
55 LB.
Cost:
75 GP
PART TWENTY-SIX — SPLINT ARMOR
Splint Armor:
AC 17
Strength:
15
Stealth:
DISADVANTAGE
Weight:
60 LB.
Cost:
200 GP
PART TWENTY-SEVEN — PLATE ARMOR
Plate Armor:
AC 18
Strength:
15
Stealth:
DISADVANTAGE
Weight:
65 LB.
Cost:
1,500 GP
Among the ordinary armor in the main table, Plate provides the highest listed base AC:
18
PART TWENTY-EIGHT — ALL HEAVY ARMOR IMPOSES STEALTH DISADVANTAGE
Every Heavy Armor entry in the SRD table has:
DISADVANTAGE
in the Stealth column.
That includes:
RING MAIL
CHAIN MAIL
SPLINT
and:
PLATE
PART TWENTY-NINE — WHAT THE STEALTH COLUMN MEANS
If the table shows:
DISADVANTAGE
in the Stealth column, the wearer has:
DISADVANTAGE ON DEXTERITY (STEALTH) CHECKS
IMPORTANT
This doesn't mean:
DISADVANTAGE ON EVERY DEXTERITY CHECK
because of the Stealth column.
It specifically applies to:
DEXTERITY (STEALTH)
EXAMPLE
Plate wearer makes:
DEXTERITY (STEALTH)
Roll:
TWO D20S
Use:
THE LOWER RESULT
BUT
A Dexterity (Acrobatics) check doesn't receive Disadvantage merely because Plate has:
STEALTH DISADVANTAGE
Another rule would be needed for that.
PART THIRTY — ARMORS WITH STEALTH DISADVANTAGE
The main Armor table applies it to:
PADDED ARMOR
SCALE MAIL
HALF PLATE ARMOR
RING MAIL
CHAIN MAIL
SPLINT ARMOR
PLATE ARMOR
ARMORS WITHOUT IT LISTED
LEATHER
STUDDED LEATHER
HIDE
CHAIN SHIRT
BREASTPLATE
PART THIRTY-ONE — STRENGTH REQUIREMENTS
Some Heavy Armor has a value in:
THE STRENGTH COLUMN
The rule is:
If your Strength score is lower than:
THE LISTED SCORE
your Speed is reduced by:
10 FEET
IMPORTANT
This is not a requirement to:
WEAR THE ARMOR
The rule doesn't say:
"YOU CANNOT WEAR IT"
It says insufficient Strength causes:
−10 FEET SPEED
PART THIRTY-TWO — CHAIN MAIL STRENGTH
Chain Mail:
STRENGTH 13
Character Strength:
12
Speed:
30 FEET
Reduction:
30 − 10 =
SPEED 20 FEET
STRENGTH 13
You meet the listed score.
Speed remains:
30 FEET
assuming no other rule modifies it.
PART THIRTY-THREE — SPLINT AND PLATE
Splint:
STRENGTH 15
Plate:
STRENGTH 15
EXAMPLE
Strength:
14
Base Speed:
30 FEET
Wearing Plate:
SPEED 20 FEET
STRENGTH 15
Speed:
30 FEET
because the requirement is satisfied.
PART THIRTY-FOUR — STRENGTH REQUIREMENTS DO NOT CHANGE AC
Suppose you have:
Strength:
10
and wear:
CHAIN MAIL
Chain Mail still gives:
AC 16
The insufficient Strength causes:
SPEED −10 FEET
It doesn't say:
AC IS REDUCED
PART THIRTY-FIVE — STRENGTH REQUIREMENTS DO NOT AUTOMATICALLY GIVE DISADVANTAGE
The armor's Strength rule only says:
SPEED −10 FEET
It doesn't say insufficient Strength gives:
DISADVANTAGE ON ATTACKS
DISADVANTAGE ON SAVES
or:
DISADVANTAGE ON CHECKS
Those penalties could come from another rule, but not merely from failing:
THE ARMOR'S STRENGTH SCORE
PART THIRTY-SIX — ARMOR TRAINING
Now we reach one of the most important armor rules.
Anyone can:
DON ARMOR
or:
HOLD A SHIELD
But only characters with appropriate:
ARMOR TRAINING
can use them effectively.
A character's:
CLASS
and other:
FEATURES
determine which armor categories they have training with.
PART THIRTY-SEVEN — ARMOR TRAINING IS CATEGORY-SPECIFIC
Training can cover:
LIGHT ARMOR
MEDIUM ARMOR
HEAVY ARMOR
and:
SHIELDS
These aren't automatically one package.
EXAMPLE
A character might have training with:
LIGHT ARMOR
but not:
MEDIUM ARMOR
Wearing Medium Armor would therefore invoke:
THE UNTRAINED-ARMOR RULE
PART THIRTY-EIGHT — WEARING ARMOR WITHOUT TRAINING
If you wear:
LIGHT
MEDIUM
or:
HEAVY ARMOR
and lack training with that armor category, two major penalties apply.
First:
DISADVANTAGE
on any:
D20 TEST
that involves:
STRENGTH
or:
DEXTERITY
Second:
YOU CAN'T CAST SPELLS
PART THIRTY-NINE — WHAT "ANY D20 TEST" MEANS
Remember:
D20 TEST
is the game's umbrella term for:
ABILITY CHECKS
SAVING THROWS
and:
ATTACK ROLLS
So if an untrained armor wearer makes one of those tests and it involves:
STRENGTH
or:
DEXTERITY
the roll has:
DISADVANTAGE
EXAMPLE — STRENGTH ATTACK
Character lacks Heavy Armor training.
Wears:
PLATE
Makes a Strength-based Longsword Attack Roll.
Because the D20 Test involves:
STRENGTH
Attack Roll:
DISADVANTAGE
PART FORTY — DEXTERITY ATTACK
Same untrained armor wearer fires a:
LONGBOW
using Dexterity.
The Attack Roll involves:
DEXTERITY
Therefore:
DISADVANTAGE
PART FORTY-ONE — STRENGTH CHECK
Character attempts:
STRENGTH (ATHLETICS)
while wearing armor they lack training with.
Result:
DISADVANTAGE
PART FORTY-TWO — DEXTERITY SAVING THROW
A spell forces:
DEXTERITY SAVING THROW
The character lacks training with the armor being worn.
Result:
DISADVANTAGE
PART FORTY-THREE — WHAT ABOUT WISDOM OR CHARISMA?
The armor-training penalty specifically refers to D20 Tests involving:
STRENGTH OR DEXTERITY
It doesn't say that untrained armor automatically gives Disadvantage on:
INTELLIGENCE
WISDOM
or:
CHARISMA
D20 Tests.
EXAMPLE
Untrained armor wearer makes:
WISDOM (PERCEPTION)
The untrained-armor rule itself doesn't impose:
DISADVANTAGE
on that roll.
PART FORTY-FOUR — THE SPELLCASTING PENALTY IS ABSOLUTE
If you wear Light, Medium, or Heavy Armor and lack training with it:
YOU CAN'T CAST SPELLS
This isn't limited to spells with:
SOMATIC COMPONENTS
It isn't limited to spells using:
SPELL SLOTS
The armor-training rule simply says:
YOU CAN'T CAST SPELLS
while the rule applies.
EXAMPLE — CANTRIP
Wizard without Heavy Armor training puts on:
PLATE ARMOR
Can the Wizard cast:
FIRE BOLT?
NO
The untrained-armor rule says:
YOU CAN'T CAST SPELLS
RITUAL?
The rule doesn't create a Ritual exception.
CAN'T CAST SPELLS
SPECIES SPELL?
Still:
A SPELL
No exception is written merely because the spell came from:
SPECIES
rather than Class.
PART FORTY-FIVE — ARMOR TRAINING VERSUS SPELLCASTING CLASS
A spellcaster can cast spells in armor:
IF THEY HAVE THE REQUIRED ARMOR TRAINING
The general armor rule doesn't say:
"SPELLCASTERS CAN NEVER WEAR ARMOR"
It says the problem arises when you wear armor:
WITHOUT TRAINING
EXAMPLE
A character has:
SPELLCASTING
and:
MEDIUM ARMOR TRAINING
They wear:
BREASTPLATE
The untrained-armor spellcasting prohibition:
DOES NOT APPLY
because they are trained with that category.
PART FORTY-SIX — SHIELD TRAINING WORKS DIFFERENTLY
If you hold/use a Shield without:
SHIELD TRAINING
you don't receive:
ITS AC BENEFIT
The rule for an untrained Shield is therefore different from the rule for wearing untrained:
LIGHT
MEDIUM
or:
HEAVY ARMOR
PART FORTY-SEVEN — SHIELD
The standard Shield gives:
+2 AC
Weight:
6 LB.
Cost:
10 GP
EXAMPLE
Chain Mail:
AC 16
Shield:
+2
Total:
AC 18
assuming:
APPROPRIATE TRAINING
PART FORTY-EIGHT — SHIELD + PLATE
Plate:
AC 18
Shield:
+2
Total:
AC 20
before any other applicable bonuses.
PART FORTY-NINE — SHIELD + LIGHT ARMOR
Studded Leather:
12 + DEX
Dexterity:
+4
Base AC:
12 + 4 =
16
Shield:
+2
Total:
AC 18
if the character has the appropriate training and no other rule prevents use of the Shield.
PART FIFTY — SHIELD DOESN'T REPLACE BASE AC
Armor usually establishes:
BASE AC
A Shield gives:
+2
It doesn't say:
"YOUR BASE AC IS 2"
EXAMPLE
Leather:
11 + Dex 3 =
14
Shield:
+2
Total:
16
PART FIFTY-ONE — SHIELD WITHOUT TRAINING
You can physically hold:
A SHIELD
without training.
But:
YOU DON'T GET ITS AC BONUS
EXAMPLE
Base AC:
15
Untrained Shield:
+0
Final AC remains:
15
from the Shield rule.
PART FIFTY-TWO — ONLY ONE SUIT OF ARMOR
The SRD explicitly states:
A CREATURE CAN WEAR ONLY ONE SUIT OF ARMOR AT A TIME
WRONG EXAMPLE
Wear:
LEATHER ARMOR
under:
PLATE ARMOR
and add both AC calculations.
NO
You can wear only:
ONE SUIT OF ARMOR AT A TIME
for these rules.
PART FIFTY-THREE — ONLY ONE SHIELD
A creature can wield only:
ONE SHIELD AT A TIME
WRONG EXAMPLE
Two Shields:
+2 +2 = +4 AC
NO
The SRD's rule prevents wielding multiple Shields in this way.
PART FIFTY-FOUR — DONNING AND DOFFING
To:
DON
armor means to:
PUT IT ON
To:
DOFF
armor means to:
TAKE IT OFF
The category determines:
HOW LONG THIS TAKES
PART FIFTY-FIVE — LIGHT ARMOR TIME
Light Armor:
1 MINUTE TO DON
and:
1 MINUTE TO DOFF
This applies to:
PADDED
LEATHER
and:
STUDDED LEATHER
IMPORTANT
One minute is:
NOT ONE ACTION
A combat round lasts only seconds.
So putting on an entire suit of Light Armor isn't normally something you accomplish with:
ONE COMBAT ACTION
PART FIFTY-SIX — MEDIUM ARMOR TIME
Medium Armor:
5 MINUTES TO DON
1 MINUTE TO DOFF
EXAMPLE
Putting on:
HALF PLATE
takes:
5 MINUTES
Removing it:
1 MINUTE
PART FIFTY-SEVEN — HEAVY ARMOR TIME
Heavy Armor:
10 MINUTES TO DON
5 MINUTES TO DOFF
EXAMPLE
Plate Armor.
Put it on:
10 MINUTES
Take it off:
5 MINUTES
This is dramatically slower than:
LIGHT ARMOR
PART FIFTY-EIGHT — SHIELD TIME
A Shield is different.
The Armor table says:
UTILIZE ACTION TO DON OR DOFF
So unlike a suit of armor:
A SHIELD CAN BE DONNED OR DOFFED WITH AN ACTION
specifically:
THE UTILIZE ACTION
EXAMPLE
Your Shield isn't currently donned.
On your turn:
UTILIZE ACTION
Don the Shield.
You can now gain its AC benefit if you have:
SHIELD TRAINING
and all relevant requirements are met.
PART FIFTY-NINE — DONNING TIME MATTERS BEFORE COMBAT
Suppose a party is:
SURPRISED BY AN ATTACK
while its armored warrior doesn't have their armor donned.
The warrior can't simply say:
"I PUT ON PLATE"
as a free action.
Plate requires:
10 MINUTES
to don.
The party may need to fight:
WITHOUT THAT ARMOR
unless circumstances allow enough time.
PART SIXTY — ARMOR AND REST
The main Armor rules on page 92 establish:
DONNING
DOFFING
AC
TRAINING
STRENGTH
and:
STEALTH
They do not, in this section, create a universal rule saying:
YOU MUST REMOVE ARMOR TO REST
Don't invent such a rule here.
If another rule, feature, adventure circumstance, or GM determination becomes relevant:
APPLY THAT RULE SEPARATELY
PART SIXTY-ONE — COMPARING AC FOR DIFFERENT DEXTERITY SCORES
Armor works differently depending on:
YOUR DEXTERITY
Consider three characters.
CHARACTER A — DEX +0
Studded Leather:
12 + 0 =
12
Half Plate:
15 + 0 =
15
Plate:
18
CHARACTER B — DEX +2
Studded Leather:
12 + 2 =
14
Half Plate:
15 + 2 =
17
Plate:
18
CHARACTER C — DEX +5
Studded Leather:
12 + 5 =
17
Half Plate:
15 + maximum 2 =
17
Plate:
18
This shows the mechanical identities of the categories.
LIGHT ARMOR
Rewards:
HIGH DEXTERITY
MEDIUM ARMOR
Uses Dexterity, but normally only up to:
+2
HEAVY ARMOR
Doesn't use Dexterity in its listed AC calculation.
PART SIXTY-TWO — AC IS NOT THE ONLY CONSIDERATION
Compare:
HALF PLATE
and:
BREASTPLATE
With Dex +2:
Half Plate:
AC 17
Breastplate:
AC 16
Half Plate is better by:
1 AC
But Half Plate imposes:
STEALTH DISADVANTAGE
Breastplate doesn't.
Half Plate costs:
750 GP
Breastplate:
400 GP
So the decision involves:
DEFENSE
STEALTH
COST
and:
WEIGHT
PART SIXTY-THREE — HEAVY ARMOR TRADE-OFFS
Plate gives:
AC 18
without needing Dexterity.
But it also has:
STRENGTH 15
STEALTH DISADVANTAGE
65 LB. WEIGHT
and:
1,500 GP COST
So the highest listed base AC comes with significant:
CHARACTER-BUILDING
and:
EQUIPMENT
considerations.
PART SIXTY-FOUR — DEFENSE FIGHTING STYLE
In Lesson 59, we learned the:
DEFENSE
Fighting Style Feat.
While wearing:
LIGHT
MEDIUM
or:
HEAVY ARMOR
you gain:
+1 AC
EXAMPLE
Plate:
18
Defense:
+1
Shield:
+2
Total:
18 + 1 + 2 =
AC 21
assuming all applicable requirements are satisfied.
IMPORTANT
Defense requires:
ACTUAL ARMOR
A Shield alone doesn't satisfy its requirement.
PART SIXTY-FIVE — BASE AC CALCULATIONS DO NOT STACK
Suppose you have a feature providing:
ANOTHER BASE AC CALCULATION
and you also wear armor.
The general AC rule says:
CHOOSE WHICH BASE AC CALCULATION TO USE
You don't combine multiple base formulas.
EXAMPLE
Suppose one rule gives:
BASE AC 10 + DEX + WIS
and armor says:
12 + DEX
You don't calculate:
10 + DEX + WIS + 12 + DEX
Choose the legal:
BASE AC CALCULATION
that applies.
PART SIXTY-SIX — MONK EXAMPLE
The Monk's Unarmored Defense requires the Monk to be:
NOT WEARING ARMOR
and:
NOT WIELDING A SHIELD
So a Monk who wants to use that particular Class feature must satisfy:
ITS OWN SPECIFIC CONDITIONS
This is another example of:
SPECIFIC CLASS RULES
interacting with:
GENERAL ARMOR RULES
PART SIXTY-SEVEN — PALADIN EXAMPLE
A level 1 Paladin's core traits provide training with:
LIGHT ARMOR
MEDIUM ARMOR
HEAVY ARMOR
and:
SHIELDS
Suppose:
Strength:
16
Dexterity:
10
Starting equipment includes:
CHAIN MAIL
and:
SHIELD
Chain Mail:
AC 16
Strength requirement:
13
Paladin Strength:
16
No Speed penalty.
Shield:
+2
Final AC:
18
The Paladin has the necessary:
TRAINING
so the untrained-armor penalties don't apply.
PART SIXTY-EIGHT — LOW-STRENGTH PALADIN EXAMPLE
Same trained Paladin.
Strength:
12
Chain Mail:
STR 13
The Paladin still has:
HEAVY ARMOR TRAINING
so there is no untrained-armor penalty.
But Strength is below:
13
Therefore:
SPEED −10 FEET
These are separate rules.
ARMOR TRAINING
Question:
ARE YOU TRAINED?
STRENGTH REQUIREMENT
Different question:
IS YOUR STRENGTH HIGH ENOUGH?
You can pass one and fail:
THE OTHER
PART SIXTY-NINE — TRAINING DOES NOT REMOVE STEALTH DISADVANTAGE
Suppose you are fully trained with:
PLATE ARMOR
Plate still says:
STEALTH — DISADVANTAGE
Armor Training lets you avoid:
THE UNTRAINED-ARMOR PENALTIES
It doesn't erase other properties listed for:
THAT ARMOR
EXAMPLE
Paladin in Plate.
Heavy Armor training:
YES
Dexterity (Stealth):
STILL DISADVANTAGE
because Plate itself says so.
PART SEVENTY — TRAINING DOES NOT REMOVE STRENGTH REQUIREMENTS
Likewise:
Armor Training:
YES
Strength below listed requirement:
SPEED STILL −10 FEET
Training and Strength are:
INDEPENDENT RULES
PART SEVENTY-ONE — SHIELD TRAINING DOES NOT GIVE ARMOR TRAINING
Training with:
SHIELDS
doesn't automatically mean training with:
HEAVY ARMOR
or:
MEDIUM ARMOR
unless a Class or feature specifically grants those categories too.
PART SEVENTY-TWO — ARMOR TRAINING DOES NOT AUTOMATICALLY GIVE SHIELD TRAINING
Likewise, being trained in:
MEDIUM ARMOR
doesn't itself say:
SHIELD TRAINING
Check the actual Class or feature.
PART SEVENTY-THREE — FULL LIGHT ARMOR EXAMPLE
Rogue.
Dexterity:
18
Modifier:
+4
Studded Leather:
12 + DEX
AC:
12 + 4 =
16
No Stealth Disadvantage.
No Strength requirement.
If the Rogue has appropriate Light Armor training:
NO UNTRAINED PENALTIES
This is a strong example of Light Armor rewarding:
HIGH DEXTERITY
PART SEVENTY-FOUR — FULL MEDIUM ARMOR EXAMPLE
Ranger.
Dexterity:
16
Modifier:
+3
Breastplate:
14 + DEX MOD, MAX 2
Although Dex is +3:
ONLY +2 COUNTS
AC:
14 + 2 =
16
No Stealth Disadvantage.
Add trained Shield:
+2
Total:
AC 18
PART SEVENTY-FIVE — FULL HEAVY ARMOR EXAMPLE
Fighter.
Strength:
18
Dexterity:
8
Modifier:
−1
Plate:
AC 18
Dexterity doesn't reduce it.
Strength requirement:
15
Fighter Strength:
18
No Speed reduction.
Shield:
+2
Total:
AC 20
Stealth:
DISADVANTAGE
PART SEVENTY-SIX — UNTRAINED ARMOR EXAMPLE
Wizard has:
Strength:
10
Dexterity:
16
and no Heavy Armor training.
Wizard dons:
PLATE
The armor provides:
AC 18
but the Wizard lacks:
HEAVY ARMOR TRAINING
Therefore:
DISADVANTAGE
on any D20 Test involving:
STRENGTH OR DEXTERITY
and:
CAN'T CAST SPELLS
Additionally, Plate has:
STRENGTH 15
Wizard Strength:
10
So Speed is reduced by:
10 FEET
And Plate imposes:
DISADVANTAGE ON DEXTERITY (STEALTH)
Several independent armor rules are now affecting:
THE SAME CHARACTER
PART SEVENTY-SEVEN — SAME EFFECT FROM DIFFERENT SOURCES
Suppose the Wizard above makes:
DEXTERITY (STEALTH)
There are two reasons for Disadvantage:
UNTRAINED HEAVY ARMOR
and:
PLATE'S STEALTH ENTRY
But multiple sources of Disadvantage don't make you roll:
THREE D20S
The normal Advantage/Disadvantage rules still apply.
This is why identifying the sources matters, even though:
DISADVANTAGE DOESN'T STACK
PART SEVENTY-EIGHT — BUYING ARMOR
Armor costs range enormously.
Padded:
5 GP
Leather:
10 GP
Ring Mail:
30 GP
Studded Leather:
45 GP
Half Plate:
750 GP
Plate:
1,500 GP
So upgrading armor can become a significant use of:
ADVENTURE TREASURE
SELLING REMINDER
Ordinary equipment normally sells for:
HALF ITS COST
from Lesson 60.
So ordinary Plate with cost:
1,500 GP
normally fetches:
1,500 ÷ 2 =
750 GP
when sold under that rule.
PART SEVENTY-NINE — ARMOR WEIGHT
Armor weight also varies greatly.
Padded:
8 LB.
Leather:
10 LB.
Half Plate:
40 LB.
Chain Mail:
55 LB.
Splint:
60 LB.
Plate:
65 LB.
Shield:
6 LB.
These weights count as:
EQUIPMENT WEIGHT
when relevant to carrying rules.
PART EIGHTY — CHOOSING ARMOR STEP BY STEP
When choosing armor, use this sequence.
STEP 1 — CHECK TRAINING
Are you trained in:
LIGHT?
MEDIUM?
HEAVY?
or:
SHIELDS?
STEP 2 — CALCULATE AC
Light:
BASE + FULL DEX
Medium:
BASE + DEX, MAX +2
Heavy:
FIXED AC
STEP 3 — CHECK STRENGTH
If the armor lists:
STR 13
or:
STR 15
do you meet it?
If not:
SPEED −10 FEET
STEP 4 — CHECK STEALTH
Does the table say:
DISADVANTAGE?
If yes:
DEXTERITY (STEALTH) CHECKS HAVE DISADVANTAGE
STEP 5 — CHECK SHIELD
Do you want:
+2 AC?
If so:
DO YOU HAVE SHIELD TRAINING?
And can your equipment setup accommodate the Shield?
STEP 6 — CHECK COST
Can you afford:
THE ARMOR?
STEP 7 — CHECK WEIGHT
How does it affect your:
TOTAL EQUIPMENT LOAD?
STEP 8 — CHECK DONNING TIME
Do you actually have enough time to:
PUT IT ON?
This can matter enormously when danger arrives unexpectedly.
COMMON BEGINNER MISTAKES
MISTAKE 1 — ADDING ARMOR AC TO 10 + DEX
Armor usually supplies:
A BASE AC CALCULATION
It isn't added on top of your normal 10 + Dex.
MISTAKE 2 — COMBINING TWO BASE AC CALCULATIONS
If multiple base AC formulas are available:
CHOOSE ONE
Don't add them together.
MISTAKE 3 — ADDING FULL DEXTERITY TO MEDIUM ARMOR
Medium Armor normally caps the Dexterity contribution at:
+2
MISTAKE 4 — IGNORING A NEGATIVE DEX MODIFIER IN MEDIUM ARMOR
"Max 2" doesn't mean:
MINIMUM 0
MISTAKE 5 — ADDING DEXTERITY TO HEAVY ARMOR
Heavy Armor has:
FIXED AC
as listed.
MISTAKE 6 — SUBTRACTING NEGATIVE DEXTERITY FROM HEAVY ARMOR
You don't.
Plate remains:
AC 18
even with negative Dexterity.
MISTAKE 7 — THINKING ALL HEAVY ARMOR REQUIRES STRENGTH 15
No.
Ring Mail:
NO STRENGTH REQUIREMENT
Chain Mail:
STR 13
Splint:
STR 15
Plate:
STR 15
MISTAKE 8 — THINKING LOW STRENGTH MEANS YOU CAN'T WEAR THE ARMOR
The listed consequence is:
SPEED −10 FEET
MISTAKE 9 — THINKING LOW STRENGTH REDUCES AC
It doesn't.
MISTAKE 10 — THINKING LOW STRENGTH AUTOMATICALLY GIVES ATTACK DISADVANTAGE
The armor Strength rule says:
SPEED REDUCTION
not Attack Disadvantage.
MISTAKE 11 — THINKING ARMOR TRAINING AND STRENGTH REQUIREMENT ARE THE SAME THING
They are:
SEPARATE RULES
MISTAKE 12 — THINKING TRAINING REMOVES STEALTH DISADVANTAGE
It doesn't.
MISTAKE 13 — THINKING TRAINING REMOVES THE STRENGTH REQUIREMENT
It doesn't.
MISTAKE 14 — WEARING UNTRAINED ARMOR WITHOUT ANY CONSEQUENCE
You have Disadvantage on D20 Tests involving:
STRENGTH OR DEXTERITY
and:
CAN'T CAST SPELLS
MISTAKE 15 — THINKING UNTRAINED ARMOR ONLY AFFECTS ATTACK ROLLS
It affects:
ANY D20 TEST
involving Strength or Dexterity.
MISTAKE 16 — THINKING UNTRAINED ARMOR GIVES DISADVANTAGE ON EVERY D20 TEST
The rule names:
STRENGTH OR DEXTERITY
MISTAKE 17 — THINKING A SPELLCASTER CAN NEVER CAST IN ARMOR
The restriction applies when wearing armor:
WITHOUT TRAINING
MISTAKE 18 — THINKING CANTRIPS IGNORE THE UNTRAINED-ARMOR SPELL RESTRICTION
A Cantrip is still:
A SPELL
MISTAKE 19 — THINKING A SHIELD GIVES +2 AC WITHOUT TRAINING
It doesn't.
You need:
SHIELD TRAINING
to gain its AC benefit.
MISTAKE 20 — THINKING SHIELD TRAINING IS AUTOMATIC WITH ARMOR TRAINING
Check:
THE ACTUAL FEATURE
MISTAKE 21 — THINKING TWO SHIELDS GIVE +4 AC
A creature can wield only:
ONE SHIELD AT A TIME
MISTAKE 22 — WEARING MULTIPLE SUITS OF ARMOR AND ADDING THEIR AC
A creature can wear only:
ONE SUIT OF ARMOR AT A TIME
MISTAKE 23 — THINKING PADDED ARMOR HAS NORMAL STEALTH
Padded imposes:
DISADVANTAGE
MISTAKE 24 — THINKING EVERY MEDIUM ARMOR IMPOSES STEALTH DISADVANTAGE
Only:
SCALE MAIL
and:
HALF PLATE
do so in the main table.
MISTAKE 25 — THINKING BREASTPLATE HAS STEALTH DISADVANTAGE
It doesn't have it listed.
MISTAKE 26 — THINKING HEAVY ARMOR DOESN'T AFFECT STEALTH
Every Heavy Armor in the table imposes:
DISADVANTAGE ON DEXTERITY (STEALTH)
MISTAKE 27 — THINKING A SHIELD SETS YOUR AC TO +2
It gives:
+2 AC
It isn't a base AC calculation of 2.
MISTAKE 28 — THINKING LIGHT ARMOR TAKES ONE ACTION TO PUT ON
Light Armor takes:
1 MINUTE
to don.
MISTAKE 29 — THINKING MEDIUM ARMOR TAKES ONE MINUTE TO PUT ON
Medium Armor takes:
5 MINUTES TO DON
MISTAKE 30 — THINKING HEAVY ARMOR CAN BE DONNED DURING ONE NORMAL TURN
Heavy Armor takes:
10 MINUTES TO DON
MISTAKE 31 — THINKING HEAVY ARMOR TAKES TEN MINUTES TO REMOVE
It takes:
5 MINUTES TO DOFF
MISTAKE 32 — THINKING SHIELDS TAKE A MINUTE TO DON
A Shield uses:
UTILIZE ACTION
to don or doff.
MISTAKE 33 — CHOOSING ARMOR ONLY BY AC
Also consider:
TRAINING
DEXTERITY
STRENGTH
STEALTH
WEIGHT
COST
and:
DONNING TIME
QUICK RECAP
There are three armor categories:
LIGHT
MEDIUM
HEAVY
plus:
SHIELDS
LIGHT ARMOR
Padded:
11 + DEX
Leather:
11 + DEX
Studded Leather:
12 + DEX
Full Dexterity modifier applies.
Padded imposes:
STEALTH DISADVANTAGE
MEDIUM ARMOR
Hide:
12 + DEX, MAX +2
Chain Shirt:
13 + DEX, MAX +2
Scale Mail:
14 + DEX, MAX +2
Breastplate:
14 + DEX, MAX +2
Half Plate:
15 + DEX, MAX +2
Stealth Disadvantage:
SCALE MAIL
and:
HALF PLATE
HEAVY ARMOR
Ring Mail:
AC 14
Chain Mail:
AC 16
Splint:
AC 17
Plate:
AC 18
Heavy Armor does not add:
DEXTERITY MODIFIER
Every Heavy Armor in the table imposes:
STEALTH DISADVANTAGE
STRENGTH REQUIREMENTS
Chain Mail:
STR 13
Splint:
STR 15
Plate:
STR 15
Below requirement:
SPEED −10 FEET
ARMOR TRAINING
Wear Light, Medium, or Heavy Armor without training:
DISADVANTAGE
on D20 Tests involving:
STRENGTH OR DEXTERITY
and:
YOU CAN'T CAST SPELLS
SHIELD
Bonus:
+2 AC
but only if you have:
SHIELD TRAINING
Only:
ONE SHIELD AT A TIME
ARMOR LIMIT
Only:
ONE SUIT OF ARMOR AT A TIME
DON / DOFF
Light:
1 MINUTE / 1 MINUTE
Medium:
5 MINUTES / 1 MINUTE
Heavy:
10 MINUTES / 5 MINUTES
Shield:
UTILIZE ACTION / UTILIZE ACTION
PRIME HERO CHALLENGE
Four adventurers are preparing to enter a ruined fortress.
HERO A
Dexterity:
18
Light Armor training.
Wears:
STUDDED LEATHER
Dex modifier:
+4
AC:
12 + 4 =
AC 16
HERO B
Dexterity:
18
Medium Armor training.
Wears:
HALF PLATE
Dex modifier:
+4
But Medium Armor maximum:
+2
AC:
15 + 2 =
AC 17
Stealth:
DISADVANTAGE
HERO C
Strength:
14
Heavy Armor training.
Speed:
30 FEET
Wears:
PLATE
Plate:
AC 18
Strength requirement:
15
Hero Strength:
14
Therefore Speed:
30 − 10 =
20 FEET
Stealth:
DISADVANTAGE
HERO D
Wizard without Heavy Armor training.
Dexterity:
16
Puts on:
CHAIN MAIL
What happens?
Chain Mail provides:
AC 16
But the Wizard lacks:
HEAVY ARMOR TRAINING
Therefore:
DISADVANTAGE
on D20 Tests involving Strength or Dexterity,
and:
CAN'T CAST SPELLS
If the Wizard's Strength is also below:
13
Speed is additionally reduced by:
10 FEET
BONUS QUESTION
Hero B also has:
SHIELD TRAINING
and dons a Shield.
Half Plate AC:
17
Shield:
+2
Total:
AC 19
LESSON 64 — KEY TAKEAWAYS
Armor creates:
DIFFERENT DEFENSIVE STRATEGIES
Light Armor says:
RELY ON DEXTERITY
Medium Armor says:
COMBINE ARMOR WITH SOME DEXTERITY
Heavy Armor says:
RELY ON THE ARMOR'S FIXED AC
And a Shield says:
ADD +2 AC
if you have the required training.
BUT AC IS ONLY THE BEGINNING
Armor can affect:
SPEED
STEALTH
SPELLCASTING
STRENGTH AND DEXTERITY D20 TESTS
EQUIPMENT WEIGHT
and:
PREPARATION TIME
So whenever you choose armor, ask:
WHAT IS MY AC?
HOW DOES DEXTERITY AFFECT IT?
DO I HAVE THE REQUIRED TRAINING?
DO I MEET THE STRENGTH REQUIREMENT?
DOES IT HURT MY STEALTH?
CAN I USE A SHIELD?
HOW LONG DOES IT TAKE TO PUT ON?
HOW MUCH DOES IT COST?
and:
HOW MUCH DOES IT WEIGH?
Once you answer those questions:
YOU UNDERSTAND YOUR DEFENSE
NEXT LESSON
LESSON 65 — TOOLS
Armor protects the adventurer.
Weapons defeat enemies.
But adventurers also need to:
BUILD
REPAIR
PICK LOCKS
CREATE
PLAY MUSIC
DISGUISE THEMSELVES
NAVIGATE
and perform many other practical tasks.
Lesson 65 will cover the complete SRD:
TOOL SYSTEM
including:
ARTISAN'S TOOLS
OTHER TOOLS
GAMING SETS
MUSICAL INSTRUMENTS
and:
TOOL PROFICIENCY
We will learn how Tool Proficiency interacts with:
ABILITY CHECKS
what happens when both:
A SKILL
and:
A TOOL
apply to the same check,
and how the SRD's individual tools specify:
ABILITY
UTILIZE ACTIONS
CRAFTING
COST
and:
WEIGHT
before Lesson 66 moves into:
ADVENTURING GEAR
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.