168澳洲幸运5开奖网:Dungeons & Dragons features a plethora of ways for players to customize their character, such as a player's choice of race, class, subclass, and spells. One integral yet sometimes overlooked element of one's character is the type of gear they will wield, including their armor.

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Armor in Dungeons & Dragons comes in several types and forms, many of which are available to any type of character from the word go, while other types of armor are better suited for characters of specific classes. So today, in order to help newcomers to the game better understand their options when equipping their character for their next adventure, we'll be exploring everything you need to know about armor in D&D's fifth edition.

Light Armor

Dungeons and Dragons - official art of Rogues
Rogue Art by Wizards of the Coast

As the name would suggest, Light Armor is the most lightweight armor available in D&D. While it doesn't provide as much of an increase to a character's Armor Class as the other types of armor, it is incredibly easy to wear, meaning that every class in the game is proficient with it save for Monks, Wizards, and Sorcerers.

Light Armor provides an AC bonus that piggybacks off of a character's dexterity modifier, making it a solid choice for characters with high dexterity.

Light armor comes in th🧜ree forms with🌜 the following characteristics:

  • Padded: AC = 11 + Dexterity modifier. Creatures with padded armor equipped make stealth checks at disadvantage.
  • Leather: AC = 11 + Dexterity modifier.
  • Studded Leather: AC = 12 + Dexterity modifier.

Medium Armor

trelasarra elf cleric mtg art kieran yanner
Trelasarra, Moon Dancer by Kieran Yanner

More protective than Light Armor, Medium Armor provides a larger AC bonus than most forms of Light Armor at the cost of limiting how much a character's dexterity modifier can improve their AC.

Medium Armor is available to Artificers, Clerics, Druids, Fighters, Paladins, and Rangers, and can be a great source of defensive coverage for characters with less than stell☂꧟ar Dexterity.

While the various types of Medium Armor can improve one's AC, it should be noted that some of the most durable Medium Armor causes the equipped character to make stealth checks at disadvantage.

Medium Armor comesꩵ in five forms with the ༺following characteristics:

  • Hide: AC = 12 + Dexterity modifier up to a maximum of +2.
  • Chain Shirt: AC = 13 + Dexterity modifier up to a maximum of +2.
  • Scale Mail: AC = 14 + Dexterity modifier up to a maximum of +2. Creatures with scale mail equipped make stealth checks at disadvantage.
  • Breastplate: AC = 14 + Dexterity modifier up to a maximum of +2.
  • Half Plate: AC = 15 + Dexterity modifier up to a maximum of +2. Creatures with half plate equipped make stealth checks at disadvantage.

Heavy Armor

Forsworn Paladin by Lorenzo Mastroianni
Forsworn Paladin by Lorenzo Mastroianni

Only available to characters of the Fighter and Paladin classes as well as several Cleric subclasses, Heavy Armor provides a massive boost to one's AC at the cost of their stealth capabilities.

Unlike other types of armor, Heavy Armor has Strength prerequisites that must be met in order for a character to wear it properly. While Heavy Armor doesn't allow a character to add their Dexterity modifier to their AC, it allows high Strength characters with low Dexterity to tote a sizable armor class.

Heavy Armor comes in f🎉our forms with the follow📖ing characteristics:

  • Ring Mail: AC = 14. Creatures with ring mail equipped make stealth checks at disadvantage.
  • Chain Mail: AC = 16. Creatures with chain mail equipped make stealth checks at disadvantage. An equipped character must have a Strength score of 13 or greater.
  • Splint Mail: AC = 17. Creatures with splint mail equipped make stealth checks at disadvantage. An equipped character must have a Strength score of 15 or greater.
  • Plate Mail: AC = 18. Creatures with plate mail equipped make stealth checks at disadvantage. An equipped character must have a Strength score of 15 or greater.

Shields

A Paladin Charges Through Hordes hoards of monsters ready to swing her sword while guarding with her shield
Art via Wizards of the Coast

Outside the armor an adventurer wears, wielding a shield is a great way to increase a character's Armor Class, providing an additional +2 AC. While the drawback to wielding a shield is minimal, it should be noted that a shield occupies a character's hand, meaning they only have one spare hand to hold weapons or interact with objects.

༺Additionally, even if a character were to dual-wield shields, a character is only able to benefit from the AC bonus of one shield at a time. The classes able to benefit from the use of a shield are Artificer, Barbarian, Cleric, Druid, Fighter, Paladin, and Ranger.

sword coast guide
Sword Coast Adventurer's Guide by Tyler Jacobson

For those looking to make the most out of their armor or for those looking to gain access to types of armor not normally available to a given class, there are several feats that can augment one's armor-wearing capabilities.

  • First and Foremost, the Lightly Armored, Moderately Armored, and Heavily Armored feats provide a character with proficiency with the corresponding armor type as long as that character is capable of wearing the previous tier of armor.
  • While Medium Armor Master can be used to reduce the Dexterity modifier threshold of Medium Armor, Heavy Armor Master can reduce all bludgeoning, piercing, and slashing damage a character would sustain from nonmagical sources.
  • Lastly, for those looking to make the most out of their shields, Shield Master allows a character to shove foes with their shield as a bonus action while also improving dexterity saving throws, and allowing a character to potentially negate all damage from an effect when making a successful dexterity saving throw.

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