Item Cost (gp) AC Strength Disadvantage Weight (lb) Description
Light Armour
Padded 5 11 + Dex mod Stealth 8 Padded armor consists of quilted layers of cloth and batting.
Leather 10 11 + Dex mod 10 The breastplate and shoulders of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible materials.
Leather Scale 25 12 + Dex mod Stealth 15 A torso and shoulder covering made of stiff, overlapping scales of treated leather.
Studded Leather 45 12 + Dex mod 13 Made from tough but flexible leather, studded leather is reinforced with close-set rivets or studs.
Medium Armour
Layered Furs 5 12 + Dex mod (max 2) Stealth 15 Thin or poorly-cured hides, when used in layers, provide significant protection to the wearer. Layered furs are used in primitive societies or as ceremonial armor.
Hide 10 12 + Dex mod (max 2) 12 The treated hide of an animal, fashioned into a protective suit of armor. Hide armor is often used in primitive societies.
Brigandine 35 13 + Dex mod (max 2) Stealth 35 A doublet of cloth or canvas, to which are riveted a series of oblong, overlapping plates. Although variations exist, this type of brigandine uses a great deal of plates with extensive overlap for maximum protection.
Chain Shirt 50 13 + Dex mod (max 2) 20 A suit of light chainmail that covers just the torso. This armor is often worn between layers
of cloth or leather.
Scale Mail 50 14 + Dex mod (max 2) Acrobatics, Stealth 45 This armor consists of a leather hauberk and leggings covered by overlapping metal scales.
Coin Armour 100+ 14 + Dex mod (max 2) Acrobatics, Stealth 50 This armor constitutes an
ostentatious display of wealth. It functions as scale armor but is crafted with coins instead of scales. Each coin is punched with holes used to tie the coin scales together and each coin is backed with steel to offset the weakness of the metals used in the coins.
A suit of coin armor requires 2,000 coins; this additional expense (variable based on the coins’ types) is added to the cost of the armor but does not affect crafting times.
Breastplate 400 14 + Dex mod (max 2) 20 A solid plate covering the chest and another on the back, linked with leather straps at the sides. This leaves the less-vital portions of the body unarmored, but allows the wearer to retain her full range of motion and move about with little encumbrance.
Half Plate  750 15 + Dex mod (max 2) Acrobatics, Stealth 40 Sometimes called “field plate,” this is a lighter version of full plate armor. Most of the wearer’s body is covered in connected metal plates. It tends to provide less protection at the joints and the extremities of the limbs than full plate armor.
Heavy Armour
Layered Hides 20 14 13 Acrobatics, Stealth 45 Multiple layers of heavy hides over a hardened leather underlayer. This heavy armor is very difficult to move in, but provides serious protection without resorting to metal components.
Ring Mail 30 14 Acrobatics, Stealth 40 Heavy rings sewn onto a leather covering, this armor is not as protective (or expensive) as a suit with interlocking rings, such as chainmail.
Banded Mail 55 15 Acrobatics, Stealth 45 This resembles leather armor with form-fitted metal bands sewn over important areas. It represents an improvement in protection over ring mail but gaps in the bands provide less protection than the integrated links of chain mail.
Chain Mail 75 16 13 Acrobatics, Stealth 55 A hauberk and short pants made of heavy, riveted links. A suit of this type includes some sort of forearm protection and a chainmail coif. It also includes a padded layer of cloth underneath.
Splint 200 17 15 Acrobatics, Stealth 60 Narrow vertical strips of interlocking metal, riveted together and backed by leather and cloth padding. Significant overlap of the plates provides exceptional protection (and weight). Chainmail segments cover some of the wearer’s joints. The “plate mail” version of this armor uses larger, harder plates over certain sections of the body.
Plate 1,500 18 15 Acrobatics, Stealth 65 Sometimes called “full plate,” this armor’s shaped, interlocking metal plates cover the wearer completely. Even the extremities are covered in interlocking plates, down to the individual joints covering the backs of each finger. Plate armor is typically worn over an arming doublet, buckled to various parts of the doublet to better distribute the carried weight across the wearer’s body.
Shields
Buckler 15 (+)1 2 This small, lightweight shield straps to the forearm for ease of use.
It takes an action or a bonus action to don or doff a buckler, gripping the interior handle or flicking it back to the forearm to put that hand to some other use. This allows you to switch quickly combat styles.
Shield 10 (+)2 6 A one-handed protective device, this flat or curved plane covers a portion of the body and is actively wielded for blocking attacks.
A shield can be made of wood or metal. It provides the protection described in the Armor chart. You can only benefit from one shield at a time.
Pavise 20 (+)2 Acrobatics 9 Also called an “archer shield,” a pavise is a convex shield with a prominent central ridge. This shape, and a spike or other balancing post that folds out from the bottom, allows the pavise to stand on its own and provide cover to someone who crouches behind it.
Placing a pavise (or picking it up from a placed position) requires an action. Once placed, the user no longer gets a shield bonus but can claim half cover while behind it, or three-quarters cover while prone behind it. Because a deployed pavise is less stable and sturdy than a tate or mantlet, this cover bonus does not protect against melee attacks.
The cover from a pavise only applies to attacks coming from a cone-shaped region expanding in the direction the device is placed against. When using a battle mat, mark one entire side of the square you are in (corner to corner) when you place the pavise. If a straight line from either unmarked corner of your square to any corner of the attacker’s square touches a corner of, or passes through, the marked side, the pavise provides you with cover. Alternately, draw a diagonal line through the square you are in (connecting opposite corners), with a little arrow to indicate which direction the shield is facing (the side you are not on). If a straight line from the unmarked corner of your square that is behind the shield to any corner of the attacker’s square touches a corner of, or passes through, the marked line, the pavise provides you with cover.
Tower Shield 45 (+)3 15 Acrobatics, Athletics, Stealth, -10ft Speed 30 A tower shield is much larger and heavier than a standard shield, standing nearly as tall as the person who wields it.
In addition to the normal benefit to your Armor Class, you can perform a special version of the Dodge action by using a bonus action to hunker down behind a tower shield. The benefit of this Dodge is not lost if you are incapacitated because of the stunned condition or if your speed is otherwise reduced to 0.
Additions
Armour Spikes (+)25 These short, sharp spikes can be added to any suit of armor.
When you use the attack action to grapple a creature, the target takes 1d3 piercing damage if your grapple check succeeds. Armor so modified is “spiked armor” for purposes of the Battlerager Armor class feature but this damage is not additive with that feature.
Great Helm (+)10 3 This heavy helmet is more protective than the head covering that normally comes with a suit of armor. It fully encases the head and neck, while a visor fully protects the face. Great helms often bear decorative plumes, crests, or elaborate figurines on top. Wearing a great helm with a suit of medium or heavy armor provides a +1 bonus to saving throws against area spells and effects, like a dragon’s breath weapon or a fireball spell. It also grants immunity to the special mechanics of saps and garrotes. Wearing a great helm imposes disadvantage on the wearer’s Wisdom (Perception) checks.
Locking Gauntlet (+)10 Built into a suit of metal armor, the fingers of this armored gauntlet are equipped with locking braces designed to keep the wearer from being disarmed.
While holding a weapon in the gauntlet, the wearer can use an action to lock the braces with a free hand. Thereafter, the gauntlet wearer automatically keeps hold of her weapon in a disarming attempt (See page 271 of the Dungeon Master’s Guide) or an application of the disarming combat maneuver. When a weapon is locked in place, the gauntlet wearer cannot put it down or use the hand for anything else. Unlocking the gauntlet also requires another action with a free hand. A locking gauntlet functions as an armor gauntlet if used with unarmed strikes.
Reinforced Gorget (+)4 1 A reinforced gorget is a metal collar that protects the wearer’s neck and clavicle region.
This protective device grants immunity to the special mechanics of garrotes.
Shield Sconce (+)5 This heat-resistant plate and set of brackets mounts on the front of a shield.
This device can attach to any kind of shield except a buckler. It is built to lock in a lit torch or sunrod, allowing the shield-bearer to carry a light source in the same hand as the shield. A shield modified with a sconce cannot also bear an emblem holy symbol or shield spikes.
Shield Spikes (+)15 These sharp studs cover the face of a shield, making it into a convincing weapon.
The spikes can be applied to a shield or pavise, but not a buckler or tower shield. When the affected shield is used as an improvised weapon, it inflicts (1d4) piercing damage instead of bludgeoning damage. Additionally, when you use the Attack action to shove a creature, you can inflict the spikes’ piercing damage if your check succeeds. (Do not add your ability modifier to damage when using the spikes in a shove.) A shield modified with spikes cannot also bear a sconce or an emblem holy symbol. Lizardfolk are particularly skilled with spiked shields and can use them to exceptional effect (Monster Manual, page 204).
Subtle Armour (x)2 Using various techniques, affected armor takes on the appearance of normal—though sometimes bulky—clothing. Leather padding can be sewn inside canvas tunics and baggy trousers. Chain can be disguised with quilting. Even narrow plates and splinting can be incorporated into the lining of heavy coats.
This modification can apply to most armors suits, excluding half plate and plate. Heavy or medium armor with this addition can be identified with a DC 20 Wisdom (Perception) check by anyone within 30 feet. Physically handling any kind of subtle armor reveals its nature without a check. A suit of subtle armor costs twice its normal price.