Dungeons & Dragons 5th Edition armor defines how survivability is modeled at the table, shaping AC, mobility, and role identity. This evergreen explainer covers armor categories, AC rules, properties, costs, and how to choose functional options for your character. Armor in 5e is divided by proficiency and by type—light, medium, heavy, and shields—each trading protection against noise, cost, and action economy. Whether you want to tank hits, stay agile, or optimize limited resources, the right armor choice affects your effectiveness from session one to high level play.
How Armor Works in 5e Core Rules
Armor contributes the numeric armor class (AC) that represents how hard you are to hit. AC, hit points, and active defenses like Dexterity bonuses and cover together define survivability. The Player’s Handbook defines three proficiency groups: light armor, medium armor, and heavy armor, each listing specific armor options you can use without disadvantage or restriction. Shields provide a separate, universally available item that adds a flat bonus to AC when you’re proficient with simple and martial weapons but can be lost or broken. AC is determined by adding base armor value, any Dexterity modifier allowed by armor type, and situational bonuses such as spells or class features.
AC Calculation and Dexterity Interaction
Light armor typically allows full Dexterity modifier to AC regardless of the wearer’s Dexterity score. Medium armor usually allows Dexterity up to a cap (commonly +2 or +3) unless the armor specifies otherwise. Heavy armor fixes AC and typically does not use Dexterity modifier, though some heavy armors with a lower base AC may allow partial Dexterity adjustments. A character’s effective AC is the best total that applies under these rules; when multiple sources define AC, you choose the higher value. For example, a fighter in plate armor (base AC 18) usually ignores Dex for AC, while a rogue in leather (base AC 11) adds their full Dexterity modifier.
Armor Categories and Core Options
Armor is broadly grouped by proficiency, and choosing what to wear ties to class, background, and available resources. Light armor emphasizes mobility, medium balances protection and agility, and heavy prioritizes durability. Shields are universally useful but come with costs and tactical risks if you lack proficiency. Certain items, like cloaks or ring mail, appear frequently in published adventures and homebrew, so understanding their mechanical impact matters for both players and Dungeon Masters. The following table summarizes the standard armor table from the Player’s Handbook, including base cost, typical proficiency, weight, and core properties.
| Armor | Category | AC | Cost (gp) | Weight (lb) | Properties |
|---|---|---|---|---|---|
| Leather | Light | 11 + Dex modifier | 10 | 8 | Light armor, Sturdy |
| Padded | Light | 11 + Dex modifier | 5 | 8 | Light armor |
| Studded leather | Light | 12 + Dex modifier | 45 | 13 | Light armor |
| Hide | Light | 10 + Dex modifier | 10 | 10 | Light armor |
| Chain shirt | Medium | 13 + Dex modifier (max 2) | 50 | 20 | Medium armor, Stealthy |
| Scale mail | Medium | 14 + Dex modifier (max 2) | 50 | 45 | Medium armor |
| Breastplate | Medium | 14 + Dex modifier (max 2) | 400 | 20 | Medium armor, Stealthy |
| Half plate | Medium | 15 + Dex modifier (max 2) | 750 | 20 | |
| Ring mail | Medium | 14 | 30 | 30 | Medium armor |
| Chain mail | Heavy | 16 | 1500 | 55 | Heavy armor, Disadvantage on Stealth |
| Splint | Heavy | 17 | 2000 | 60 | Heavy armor, Disadvantage on Stealth |
| Plate | Heavy | 18 | 15000 | 60 | Heavy armor, Disadvantage on Stealth |
Armor Properties and Special Rules
Several properties and conditions modify how armor behaves. Disadvantage on Stealth applies to any armor unless the description says otherwise. The Stealthy property on chain shirt, breastplate, and half plate removes that restriction, making them preferable for dexterous characters. Proficiency with Medium or Heavy armor is required to avoid disadvantage on attack rolls and Strength checks, so using higher-tier armor without training harshes your action economy. Magic armor functions as normal armor first, then gains additional properties—resistances, improved AC, or attunement requirements—that can reshape party survivability in meaningful ways.
Practical Armor Selection Guidelines
Choose armor based on class identity, resource access, and campaign demands. Rogues generally prioritize light or stealth-friendly medium armor to maximize Dexterity and skill utility. Fighters and paladins often gravitate toward heavy plate for durability, or medium options like breastplate for balance. Consider campaign tone: stealth-heavy settings reward lighter armors, while dungeon crawls make heavy armor attractive for raw AC. Budget matters early on, so weigh cost, availability, and whether you need the AC boost now or can upgrade later. Always check whether your DM applies variant rules such as encumbrance or downtime purchases, which can change how armor impacts your character between adventures.
Homebrew, Campaigns, and Armor Variants
Many tables use variant rules such as encumbrance, optional hit point formulas, or houseruled costs, which shift optimal armor choices. Alternative systems like Encumbered or Variant Armor from official supplements replace standard calculations with different trade-offs. Before adopting homebrew armor tables or point-buy defenses, confirm with your DM that your character build will remain functional and fun. Similarly, some published adventures call for specific armors for balance or narrative reasons; aligning with the campaign ensures your gear stays relevant and avoids redundancy with story rewards.
Frequently Asked Questions
- Can I wear any armor if I’m not proficient? Yes, you can wear any armor, but you take disadvantage on attack rolls and Strength checks while wearing armor you’re not proficient with.
- Does natural armor work with shields? Yes, natural armor (such as that provided by Barkskin) can be combined with a shield, provided you’re proficient with shields and the feature doesn’t explicitly say otherwise. The total AC is the highest applicable value.
- How does Stealth interact with heavy armor? Heavy armor normally imposes disadvantage on Stealth checks; the Stealthy property removes this penalty for certain medium armors. Without that property, heavy armor prevents you from being hidden even on lightly covered surfaces.
- What about magic armor properties? Magic armor retains the base armor type and AC, then adds special properties such as resistance, charging costs, or attunement. Use normal rules for calculating AC and apply the item’s additional traits on top.
- Can I split costs for armor in a party? Yes, DMs may allow shared purchases or downtime work; discuss with your table to keep treasure balanced and everyone equipped according to the campaign’s power level.