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.
Armor
Armor |
Cost |
Armor Class (AC) |
Strength |
Stealth |
Weight |
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. |
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. |
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. |
Shield |
|
|
|
|
|
Shield |
10 gp |
+2 |
— |
— |
6 lb. |
- 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 had disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
- Armor Class. Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
- Heavy Armor. Heavier armor interferes with the wearer's ability to move quickly, stealthily, ad feely. 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.
- Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Stealth checks.
- 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.
Getting Into and Out of Armor
The time it takes to don or doff a type of armor or a shield is shown in the Donning and Doffing Armor table.
- Don. This is the time it takes to put on the item. You benefit from its AC only if you take the full time to don it.
- Doff. This is the time takes to take off the item. If you have help removing armor, reduce the time by half.
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 |
Weapons
Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A
melee weapon is used to attack a target within 5 feet of you, whereas a
ranged weapon is used to attack a target at a distance.
Weapons
Name |
Cost |
Damage |
Weight |
Properties |
Simple Melee Weapons |
|
|
|
|
Club |
1 sp |
1d4 bludgeoning |
2 lb. |
Light |
Dagger |
2 sp |
1d4 piercing |
1 lb. |
Finesse, light, thrown (range 20/60) |
Greatclub |
2 sp |
1d8 bludgeoning |
10 lb. |
Two-handed |
Handaxe |
5 gp |
1d6 slashing |
2 lb. |
Light, thrown (range 20/60) |
Javelin |
5 sp |
1d6 piercing |
2 lb. |
Thrown (range 30/120) |
Light hammer |
2 gp |
1d4 bludgeoning |
2 lb. |
Light, thrown (range 20/60) |
Mace |
5 gp |
1d6 bludgeoning |
4 lb. |
— |
Quarterstaff |
2 sp |
1d6 bludgeoning |
4 lb. |
Versatile (1d8) |
Sickle |
1 gp |
1d4 slashing |
2 lb. |
Light |
Spear |
1 gp |
1d6 piercing |
3 lb. |
Thrown (range 20/60), versatile (1d8) |
Simple Ranged Weapons |
|
|
|
|
Crossbow, light |
25 gp |
1d8 piercing |
5 lb. |
Ammunition (range 80/120), loading, two-handed |
Dart |
5 cp |
1d4 piercing |
1/4 lb. |
Finesse, thrown (range 20/60) |
Shortbow |
25 gp |
1d6 piercing |
2 lb. |
Ammunition (range 80/320), two-handed |
Sling |
1 sp |
1d4 bludgeoning |
— |
Ammunition (range 30/120) |
Martial Melee Weapons |
|
|
|
|
Battleaxe |
10 gp |
1d8 slashing |
4 lb. |
Versatile (1d10) |
Flail |
10 gp |
1d8 bludgeoning |
2 lb. |
— |
Glaive |
20 gp |
1d10 slashing |
6 lb. |
Heavy, reach, two-handed |
Greataxe |
30 gp |
1d12 slashing |
7 lb. |
Heavy, two-handed |
Greatsword |
50 gp |
2d6 slashing |
6 lb. |
Heavy, two-handed |
Halberd |
20 gp |
1d10 slashing |
6 lb. |
Heavy, reach, two-handed |
Lance |
10 gp |
1d12 piercing |
6 lb. |
Reach, special |
Longsword |
15 gp |
1d8 slashing |
3 lb. |
Versatile (1d10) |
Maul |
10 gp |
2d6 bludgeoning |
10 lb. |
Heavy, two-handed |
Morningstar |
15 gp |
1d8 piercing |
4 lb. |
— |
Pike |
5 gp |
1d10 piercing |
18 lb. |
Heavy, reach, two-handed |
Rapier |
25 gp |
1d8 piercing |
2 lb. |
Finesse |
Scimitar |
25 gp |
1d10 piercing |
3 lb. |
Finesse, light |
Shortsword |
10 gp |
1d6 piercing |
2 lb. |
Finesse, light |
Trident |
5 gp |
1d6 piercing |
4 lb. |
Thrown (range 20/60), versatile (1d8) |
War pick |
5 gp |
1d8 piercing |
2 lb. |
— |
Warhammer |
15 gp |
1d8 bludgeoning |
2 lb. |
Versatile (1d10) |
Whip |
2 gp |
1d4 slashing |
3 lb. |
Finesse, reach |
Martial Ranged Weapons |
|
|
|
|
Blowgun |
10 gp |
1 piercing |
1 lb. |
Ammunition (range 25/100), loading |
Crossbow, hand |
75 gp |
1d6 piercing |
3 lb. |
Ammunition (range 30/120), light, loading |
Crossbow, heavy |
50 gp |
1d10 piercing |
18 lb. |
Ammunition (range 100/400), heavy, loading, two-handed |
Longbow |
50 gp |
1d8 piercing |
2 lb. |
Ammunition (range 150/600), heavy, two-handed |
Net |
1 gp |
— |
3 lb. |
Special, thrown (range 5/15) |
Weapon Proficiency
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are
simple and
martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
- Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" late in the section). A sling must be loaded to deal any damage when used in this way.
- Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
- Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
- Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
- Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
- Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
- Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
- Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).
- Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
- Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
- Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.
Improvised Weapons
Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Adamantine Weapons
Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft adamantine armor, the metal is also used for weapons.
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.
Special Weapons
Weapons with special rules are described here.
- Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
- Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Selling Treasure
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
- Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
- Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.
- Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.
- Trade Goods. Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).
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