Dnd 5e armor

Dnd 5e armor DEFAULT

D&D 5th Edition

Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own Technologylevel. For this reason, Adventurershave access to a variety of armor types, ranging from Leather Armorto Chain Mailto costly Plate Armor, with several other kinds of armor in between. The Armortable 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 Armortable shows the cost, weight, and other Propertiesof the Commontypes of armor worn in fantasy gaming worlds.

Armor Proficiency: Anyone can put on a suit of armor or strap a Shieldto 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 have disadvantage on any ability check, saving throw, or Attackroll that involves Strengthor Dexterity, and you can’t cast Spells.

Armor Class (AC): Armorprotects its wearer from attacks. The armor (and shield) you wear determines your base ArmorClass.

HeavyArmor: Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armortable shows “Str 13” or “Str 15” in the Strengthcolumn for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strengthscore equal to or higher than the listed score.

Stealth: If the Armortable shows “Disadvantage” in the Stealthcolumn, the wearer has disadvantage on Dexterity(Stealth) checks.

Shields: A Shieldis made from wood or metal and is carried in one hand. Wielding a Shieldincreases your ArmorClass by 2. You can benefit from only one Shieldat a time.

LightArmor

Made from supple and thin materials, Light Armorfavors agile Adventurerssince it offers some Protectionwithout sacrificing mobility. If you wear Light Armor, you add your Dexteritymodifier to the base number from your armor type to determine your ArmorClass.

Padded:Padded Armorconsists of quilted layers of cloth and batting.

Leather:The Breastplateand shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Studded Leather:Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Medium Armor

Medium Armoroffers more Protectionthan Light Armor, but it also impairs Movementmore. If you wear Medium Armor, you add your Dexteritymodifier, to a maximum of +2, to the base number from your armor type to determine your ArmorClass.

Hid⁠e:This crude armor consists of thick furs and pelts. It is commonly worn by Barbariantribes, evil Humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Chain⁠ S⁠hirt:Made of interlocking metal rings, a Chain Shirtis worn between layers of clothing or leather. This armor offers modest Protectionto the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Scale M⁠ail:This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Breastp⁠late:This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good Protectionfor the wearer’s vital organs while leaving the wearer relatively unencumbered.

Half⁠ Plate:Half Plateconsists of shaped metal plates that cover most of the wearer’s body. It does not include leg Protectionbeyond simple greaves that are attached with leather straps.

HeavyArmor

Of all the armor categories, Heavy Armoroffers the best Protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

Heavyarmor doesn’t let you add your Dexteritymodifier to your ArmorClass, but it also doesn’t penalize you if your Dexteritymodifier is negative.

Ring⁠ Mail:This armor is Leather Armorwith heavy rings sewn into it. The rings help reinforce the armor against blows from Swordsand axes. Ring Mailis inferior to Chain Mail, and it's usually worn only by those who can’t afford better armor.

Chain⁠ Mail:Made of interlocking metal rings, Chain Mailincludes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Splint:This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible Chain Mailprotects the joints.

Plate:Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.



Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor’s category.

Don: This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

Doff: This is the time it takes to take off armor. If you have help, reduce this time by half.

Donning and Doffing Armor
Sours: https://roll20.net/compendium/dnd5e/Armor

Dungeon Master Assistance


There are a lot of different things that can affect your character’s AC. New players sometimes struggle with this and even experienced players can sometimes get it wrong. Here is a checklist that might help.

How to calculate your Armor Class (AC)

First you calculate what armor class you get from your armor, then add your shield and lastly add any other bonuses or penalties you may have.

A) Figure your Base Armor Class. This depends on what type of armor you are wearing.

No Armor
• Start with 10.
• Add your Dexterity Modifier. Note that this can be a negative number.
• If you are a Barbarian you also add your Constitution Modifier.
• If you are a Monk you also add your Wisdom Modifier.
This total will be your base armor class.

Light Armor
• Start with your Dexterity Modifier. Note that this can be a negative number.
• If you have Padded or Leather armor add 11.
• If you have Studded leather armor add 12.
This total will be your base armor class.

Medium Armor
• If your Dexterity Modifier is 2 or higher, Start with 2.
• If your Dexterity Modifier is 1 or lower, Start with your Dexterity Modifier. Note that this can be a negative number.
• If you have Hide armor add 12.
• If you have Chain shirt armor add 13.
• If you have Scale mail or Breastplate armor add 14.
• If you have Half plate armor add 15.
This total will be your base armor class.

Heavy Armor
• If you have Ring mail armor your base armor class is 14.
• If you have Chain mail armor your base armor class is 16.
• If you have Splint armor your base armor class is 17.
• If you have Plate armor your base armor class is 18.

B) Add your shield if you are using one.
• If you have a Shield add 2 to your base armor class.

C) Add any magical adjustments.
• If you are using magical armor add it’s magical bonus.
• If you are using a magical shield add it’s magical bonus.
• If you have any other magical items or magical adjustments to you armor class add those.

D) Add any miscellaneous adjustments.
• If there are any rules or features of the game that add or subtract from your armor class add those.

The total of all of this will be your armor class (AC).

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Armor

Subpages

Armor Categories | Armor Statistics | Getting Into and Out of Armor

Fantasy gaming 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 and Shields 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 and Shields table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.

Light Armor
ArmorArmor Class (AC)StrengthStealthWeightCost
Padded11 + Dex modifierDisadvantage8 lb.5 gp
Leather11 + Dex modifier10 lb.10 gp
Studded Leather12 + Dex modifier13 lb.45 gp
Medium Armor
ArmorArmor Class (AC)StrengthStealthWeightCost
Hide12 + Dex modifier (max 2)12 lb.10 gp
Chain Shirt13 + Dex modifier (max 2)20 lb.50 gp
Scale Mail14 + Dex modifier (max 2)Disadvantage45 lb.50 gp
Breastplate14 + Dex modifier (max 2)20 lb.400 gp
Half Plate15 + Dex modifier (max 2)Disadvantage40 lb.750 gp
Heavy Armor
ArmorArmor Class (AC)StrengthStealthWeightCost
Ring Mail14Disadvantage40 lb.30 gp
Chain Mail16Str 13Disadvantage55 lb.75 gp
Splint Mail17Str 15Disadvantage60 lb.200 gp
Plate Mail18Str 15Disadvantage65 lb.1,500 gp
ArmorArmor Class (AC)StrengthStealthWeightCost
Shield+26 lb.10 gp

Armor Categories

Light Armor: Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Medium Armor: Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

Heavy Armor: Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.

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.

Armor Statistics

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 have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.

Armor Class (AC): Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Stealth: If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Strength: Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. 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.

Getting Into and Out of Armor

CategoryDonDoff
Light Armor1 minute1 minute
Medium Armor5 minutes1 minute
Heavy Armor10 minutes5 minutes
Shield1 action1 action

The time it takes to don or doff armor depends on the armor’s category.

Don: This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

Doff: This is the time it takes to take off armor. If you have help, reduce this time by half.

Sours: https://www.5esrd.com/equipment/Armor/

Mechanic Overview: Armor Class 5e

What is Armor Class?

In 5th Edition, Armor Class (AC) is one of the most important aspects of any character because it determines how easily they can be hit. While it is specifically called “armor” class, a creature’s AC does not always entirely depend on how much armor a creature is wearing. A high AC can mean that a creature is particularly dexterous or that they can use magic to defend themselves.

There are a number of things that can increase a character’s AC, a few of which being armor, magic items, class features, and racial traits. In this Mechanic Overview, we will be covering the basics of AC, and how it interacts with other aspects of D&D’s 5th Edition.

How does AC work in 5e?

When making an attack against a creature, if the attacker meets the defender’s AC the attack will hit. When making a Saving Throw, Armor Class does not affect the outcome of the roll.

How do you calculate Armor Class in 5e?

When unarmored, your base Armor Class is 10 + Dexterity modifier. If you have a spell, item, feat, or racial trait that affects your Armor Class then the calculation will change. 

The two most common ways to increase AC are to pump your Dexterity modifier (if you’re not wearing heavy armor) or to equip better armor. Below are some examples of different ways to increase AC, these options focus mainly on the Basic Rules, though some examples are given from other sources

How to increase your Armor Class

Armor

Armor is one of the most common ways to increase Armor Class in 5e. A character’s ability to wear armor directly ties to the class they take, though their ability scores and any feats they have also come into play.

Below is a table of the different types of non-magical armor that can be found in D&D 5e, before choosing to wear a certain type of armor, make sure that your class has proficiency in it, and that you meet any other requirements such as the minimum STR requirement for Heavy Armor and only being able to equip non-metal armor for Druids.

ArmorCostArmor Class (AC)StrengthStealthWeight
Light Armor
Padded5 gp11 + Dex modifierDisadvantage8 lb.
Leather10 gp11 + Dex modifier10 lb.
Studded leather45 gp12 + Dex modifier13 lb.
Medium Armor
Hide10 gp12 + Dex modifier (max 2)12 lb.
Chain shirt50 gp13 + Dex modifier (max 2)20 lb.
Scale mail50 gp14 + Dex modifier (max 2)Disadvantage45 lb.
Breastplate400 gp14 + Dex modifier (max 2)20 lb.
Half plate750 gp15 + Dex modifier (max 2)Disadvantage40 lb.
Heavy Armor
Ring mail30 gp14Disadvantage40 lb.
Chain mail75 gp16Str 13Disadvantage55 lb.
Splint200 gp17Str 15Disadvantage60 lb.
Plate1,500 gp18Str 15Disadvantage65 lb.
Shield
Shield10 gp26 lb.

Class Features

Some classes gain the ability to increase their base AC:

  • Monk: Unarmored Defense – Base AC = 10 + your Dexterity modifier + your Wisdom modifier
  • Barbarian: Unarmored Defense – Base AC = 10 + your Dexterity modifier + your Constitution modifier
  • Artificer Infusion: Enhanced Defense – This infusion allows you to increase the AC of a shield or suit of armor by 1. At 10th level, this bonus becomes +2.

There are other subclasses that can boost AC because of class features:

  • Forge Domain Cleric: Soul of the Forge – Gain a +1 bonus to AC when wearing heavy armor.

Magic Items

While magic items are rare and expensive, there are quite a few that can boost your AC. Some examples are below:

  • Armor +X – +1/2/3 AC
  • Arrow-Catching Shield – +2 AC against ranged attacks, among other effects
  • Cloak of Protection – +1 AC and to all saving throws
  • Demon Armor – +1 AC, among other effects 
  • Dragon Scale Mail – +1 AC, among other effects
  • Dwarven Plate – +2 AC, among other effects
  • Elven Chain – +1 AC, among other effects
  • Glamoured Studded Leather – +1 AC, among other effects
  • Ioun Stone (Protection) – +1 AC
  • Ring of Protection – +1 AC and to all saving throws
  • Shield +1/2/3 – +3/4/5 AC (because shields grant +2 AC, the +1 shield will grant +3 AC and so on)
  • Staff of Power – +2 AC and to all saving throws, among other effects

Racial Traits

Not many races give an inherent bonus to AC because of how strong an AC bonus at 1st-level tends to be. Some races that were introduced outside of the core sources that boost AC are:

  • Tortle: Natural Armor – Base AC increases to 17 and can use Shell Defense to gain +4 to AC, among other effects.
  • Warforged: Integrated Protection: – +1 AC

Feats

We wrote an entire article on 5e feats so if you are looking for an in-depth look at them, that is where you can find it. Below are the feats that directly and indirectly impact AC:

  • Defensive Duelist – You can use your reaction to add your proficiency bonus to your AC
  • Dragon Hide – Base AC is 13 + your Dexterity modifier
  • Heavily Armored – Gain proficiency with heavy armor
  • Lightly Armored – Gain proficiency with light armor
  • Medium Armor Master – Add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
  • Moderately Armored – Gain proficiency with medium armor and shields
  • Shield Master – You can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you

Spells

Because of the nature of the D&D 5e system, a lot of spells result in providing advantage or disadvantage to attacks, or resistance to a certain damage type. That said, there are a number of spells that can help with raising AC. Though none of these are permanent, some last longer than others:

  • Barkskin: 1-hour duration – AC can’t be less than 16
  • Ceremony (Wedding): 7 days duration – +2 AC while both creatures are within 30ft of each other
  • Haste: 1-minute duration – +2 to AC, among other effects
  • Mage Armor: 8-hour duration – Base AC becomes 13 + Dexterity Modifier
  • Polymorph/True Polymorph: 1-hour duration – Creature adapts the AC of the creature it was turned into 
  • Shield of Faith: 10-minute duration – +2 to AC
  • Tasha’s Otherworldly Guise: 1-minute duration – +2 AC, among other effects
  • Warding Bond: 1-hour duration – +1 AC, among other effects

Cover

One of the easiest ways to increase your armor class that is commonly overlooked is by using cover. Using the environment to your advantage grants the bonuses listed below:

  • Half cover: +2 AC – A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
  • Three-quarters cover: +5 AC – A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
  • Total cover – Can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Why doesn’t AC automatically increase with levels?

AC in D&D 5e doesn’t increase much above the low 20s and can be reached by PCs and NPCs at low levels. For example, a 1st-level Paladin wearing plate mail and wielding a shield has an AC of 20. An Adult Black Dragon, which is a challenge rating 17, only has an AC of 19. What gives?

D&D 5e is built around a system called “Bounded Accuracy” which locks “target numbers” in the game, such as Armor Class and the Difficulty Class, to levels that are reasonable to achieve at any level.

Under bounded accuracy, you won’t see these targets increase above a certain ceiling as characters progress. Instead, these targets remain fairly static, only ever reaching between 20 and 30. 

“But” you may ask, “as characters level up, they face threats that have a higher chance to hit and can do more damage. Won’t that mean that characters facing these threats will die easier?” 

Well, as characters level up, they are provided more tools that will allow them to deal with higher-level threats. These tools usually come in the form of a larger pool of hit points, more damage per round, or various other abilities they can use to swing the encounter in their favor.

Bounded accuracy suggests that there shouldn’t be a minimum level where you could ever hope to hit an Adult Black Dragon. Because an Adult Black Dragon’s AC is 19, they could be hit by a 1st-level character with a +5 to hit about 25% of the time.

Now, whether or not it’s reasonable for a party of 1st-level adventures to be able to defeat an Adult Black Dragon is another matter. While a party of new adventurers would likely fair poorly against such a great threat, if the PCs could rally a city against this dragon, or put it at a severe disadvantage, they actually may have a shot to kill it. 

In short, Bounded Accuracy allows for a number of things, mainly:

  • When characters level up, they actually get better at things. When you get +1 to an ability, you actually get 5% better at performing tasks in that area. In a system without Bounded Accuracy, these increases are necessary to provide even a basic level of competence to complete certain tasks.
  • PCs that aren’t specialized in a certain field can still participate. A Barbarian with an 8 in Charisma can still be reasonably effective in social situations, even if they have a -1 modifier.
  • It provides a consistent difficulty level for tasks. This allows DMs to improvise more effectively because they know that breaking down an iron door is a DC 17 Strength check, no matter what level the characters are.
  • It expands the list of encounter options over time, it doesn’t limit them. Because the character’s AC doesn’t increase above levels that can be met by lower-level creatures, the pool of viable enemies that the party can face only expands over time.

Conclusion

In short, AC is a simple enough mechanic on the surface. It allows new players to hop into the game easily, by telling them “if you hit this number, that creature takes damage”. But, when combined with the other mechanics in the 5e system, such as Advantage and Disadvantage, it still provides enough complexity and depth to be relevant to higher levels of play.

If you enjoyed our overview of the AC mechanic or would like to see other mechanics dissected in future posts leave us a comment below! Thanks for reading and remember, in the immortal words of Wayne Gretzky Michael Scott, “you miss 100% of the shots you don’t take”. 

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house. He is the author of Escape from Mt. Balefor and The Heroes of Karatheon. Mike specializes in character creation guides for players, homebrewed mechanics and tips for DMs, and one-shots with unique settings and scenarios. Follow Mike on Twitter.

Sours: https://arcaneeye.com/players/armor-class-5e/

5e armor dnd

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Dungeons and Dragons: Magic Armor

DnD 5e – How to Play 5.3 – Armor and Shields

Last Updated: September 26, 2021

Most adventurers depend on manufactured armor and shields to protect them from attacks. Armor comes in several varieties, each of which is described in detail on pages 144 and 145 of the Player’s Handbook. This section will cover the rules around armor, but I will not reproduce the table containing individual armor stats. Instead, check page 145 of the Player’s Handbook. It’s helpful to know where to find the table so that you can reference it when you’re shopping for armor.

The official rules provide stats for just 12 types of armor. These suits of armor provide an approximation of the countless, diverse types of armoor which appear in real-world history. While these 12 suits may not perfectly match any historical artifact, they provide enough variation that you can typically match real-world armor to one of the types listed in the Player’s Handbook.

Armor Proficiency

Any character is capable of donning a suit of armor or strap on a shield, but proficiency is still important. If you are wearing a suit of armor in which you are not proficient, you suffer Disadvantage on Strength-based and Dexterity-based attack rolls, Strength checks, Dexterity checks, Strength saving throws, and Dexterity saving throws. In addition, you are wholly unable to cast spells.

It’s rare for a character to intentionally wear armor in which they are not proficient. The penalties are simply too steep to justify it except in unusual circumstances like wearing a disguise.

Armor Class

Manufactured armor provides a new formula by which to determine your armor class. This formula for each suit of armor is detailed on page 145 of the Player’s Handbook in the “Armor Class (AC)” column of the Armor table.

For more on Armor Class, see Attack and Defense, earlier in this guide.

Stealth

Certain types of armor are bulky, unwieldy, or simply noisy to move around in. These types or armor give the wearer Disadvantage on Dexterity (Stealth) checks. Armor which imposes Disadavantage on Dexterity (Stealth) checks is indicated in the “Stealth” column of the Armor table on page 145 of the Player’s Handbook.

Armor Categories

Armor comes in three varieties, plus shields: light armor, medium armor, and heavy armor. Armor is worn on the body like an outfit of clothing, and covers the body at least partially.

With some rare exceptions, you want to wear the most expensive type of armor within whichever category makes sense for your character, so adventurers who can afford it are most commonly found in studded leather, half plate, of full plate armor.

I’ll cover each category of armor briefly, but for descriptions of individual types of armor, see pages 144 and 145 of the Player’s Handbook.

Light armor is made from supple and often thin materials, and is designed to complement the wearer’s Dexterity, representing their own ability to avoid attacks. Creatures wearing light armor add their Dexterity modifier to the base AC provided by the armor, so light armor is recommended for characters with Dexterity modifiers of +3 or greater. Light armor includes padded armor, leather armor, and studded leather armor.

Medium armor offers more protection that light armor, but it’s also more restrictive. While wearing medium armor, you add your Dexterity bonus, up to a maximum of +2, to the base AC provided by the armor. Medium armor is best for characters with a Dexterity bonus of +2, or for characters with a lower Dexterity bonus who aren’t proficient with heavy armor. Medium armor includes hide armor, chain short, scale mail, breastplate, and half plate.

Heavy armor offers the best protection, totally disregarding the character’s Dexterity in favor of relying solely on the armor’s ability to deflect attacks. Heavy armor provides a static number as your AC, and you do not add your Dexterity modifier to this value, even if it’s negative. For this reason, heavy armor is a great option for characters with Dexterity modifiers of +1 or less. heavy armor includes ring mail, chain mail, splint armor, and plate armor.

Shields provide an additional +2 bonus to your AC on top of whatever Armor Class calculation you’re using. Manufactured armor, natural armor, and even the Barbarian’s Unarmored Defense class feature all work with shields. However, using a shield means that you can’t use a two-handed weapon, and you can’t hold other objects in that hand like other weapons, wands, potions, etc. 5th edition Dungeons and Dragons only presents one variety of shield, and it’s the sort of shield which is heavy enough that the user must hold a handle on the shield for it to be effective, so you can’t hold other objects like torches while also holding a shield.

Getting Into and Out of Armor

Putting armor on is called “donning”, and removing it is called “doffing”. You rarely need to worry about how long it takes to don or doff your armor, but it takes an Action to don or doff a shield (which sometimes you’ll need to do during combat). If you need to know how long it takes to don or doff armor, check the “Donning and Doffing Armor” table on page 146 of the Player’s Handbook.

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