{{ up to date | 2023-08-17 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
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| description = Armour is a type of Equipment that provides bonuses to Armour Class (AC), decreasing your chances of being hit by enemies.
| description = Armour is a type of equipment that provides bonuses to Armour Class (AC), decreasing the wearer's chances of being hit by attacks.
| image = Helldusk Armour Icon.png
| image = Helldusk Armour Icon.png
}}
}}
{{hatnote|For the non-armour equipment that occuppies the same slot, see [[clothing]].}}
'''Armour''' is a type of [[equipment]] that provides bonuses to the wearer's [[Armour Class]] (AC), decreasing their chance of being hit by attacks.
'''Armour''' is a type of [[Equipment]] that provides bonuses to [[Armour Class]] (AC), decreasing your chances of being hit by enemies.
== Categories of armour ==
Each armour has a type that, generally speaking, determines its Armour Class and appearance. Each armour type also belongs to one of three categories: ''light'', ''medium'' or ''heavy''.
''See also: [[Clothing]]''
; {{SmallIcon|Light Armour Icon.png}} Light armour : Provides some protection without sacrificing mobility. Creatures wearing light armour add their full Dexterity modifier to their AC.
[[Category:Equipment]]
; {{SmallIcon|Medium Armour Icon.png}} Medium armour : Provides moderate protection, but hinders mobility. Creatures wearing medium armour add their Dexterity modifier to their AC, up to a maximum of +2. Some medium armour types also give [[disadvantage]] on [[Stealth]] checks.
= Armour Proficiency =
; {{SmallIcon|Heavy Armour Icon.png}} Heavy armour : Provides maximum protection, but severely hinders mobility. Creatures wearing medium armour do not add their Dexterity modifier to their AC and have disadvantage on Stealth checks.
Those who have trained to fight while wearing armour can use it effectively in combat. A creature may have Proficiency in {{LightArmour}}, {{MediumArmour}}, and/or {{HeavyArmour}}. Some [[Helmets]], [[Gloves]], and [[Boots]] also require Proficiency in a certain type of armour.
Wearing armour without [[Proficiency]] in that armour type will impose {{Disadvantage}} on all of your [[Ability Check]]s, [[Saving Throw]]s, and [[Attack Roll]]s, and prevent you from casting [[Spells]].
In addition to these three categories, [[shields]] are a type of armour equipped in the character's off-hand.
Each class, and some races, grant proficiency with specific types of armour. Some classes such as [[Sorcerer]] and [[Wizard]] grant no armour proficiency, and can only fight effectively while wearing [[Clothing]] if their race does not provide any proficiency.
== Armour proficiency ==
In order to to wear an armour efficiently, the wearer needs [[proficiency]] with that armour's category. A creature that wears armour it lacks proficiency with cannot cast [[spells]], and have disadvantage on all of its [[ability checks]], [[saving throws]], and [[attack rolls]].
Armour Proficiency is hierarchical. That means, to gain proficiency in {{HeavyArmour}}, you must first have proficiency in {{MediumArmour}}, and to gain proficiency in {{MediumArmour}}, you must first have proficiency in {{LightArmour}}.
Similarly to other armour, shields require the wearer to have proficiency with shields.
= Types of Armour =
Additionally, some [[helmets]], [[gloves]], and [[boots]] also require proficiency with a certain category of armour.
There are three types of armour: '''Light Armour''', '''Medium Armour''', and '''Heavy Armour'''.
=== Sources of armour proficiency ===
Armour proficiency is generally gained from starting [[class]], [[race]] or [[feats]].
Armour proficiency with lighter categories is always inherited, meaning that a creature proficient with heavy armour is always proficient with light and medium armour.
'''Light Armour''' provides some protection without sacrificing mobility: when wearing '''Light Armour''', your {{ArmourClass}} is equal to the Armour's base AC ''plus'' your [[Dexterity Modifier]].
== {{SmallIcon|Medium Armour Icon.png}} Medium Armour ==
== List of medium armour ==
'''Medium Armour''' provides more protection than '''Light Armour''', but hinders mobility: when wearing '''Medium Armour''', your {{ArmourClass}} is equal to the Armour's base AC ''plus'' your [[Dexterity Modifier]] (bonus AC from Dexterity limited to +2 for Medium Armour).
=== Medium Armour Proficiency ===
The following classes have access to{{MediumArmour}} Proficiency:
* [[Barbarian]]
* [[Bard]] (at level 3: [[College of Valour]] & [[College of Swords]])
* [[Cleric]]
* [[Druid]]
* [[Fighter]]
* [[Paladin]]
* [[Ranger]]
The following races start with {{MediumArmour}} Proficiency:
* [[Dwarf#Shield_Dwarves|Shield Dwarf]]
* [[Githyanki]]
Taking the '''Moderately Armoured''' [[Feats|Feat]] also grants Medium Armour Proficiency, as well as {{Shields}} Proficiency.
=== List of Medium Armour ===
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== {{SmallIcon|Heavy Armour Icon.png}} Heavy Armour ==
== List of heavy armour ==
'''Heavy armour''' provides the highest base protection of the three armour types, but is the most restrictive for mobility: when wearing '''Heavy Armour''', your {{ArmourClass}} is equal to the Armour's AC and does not receive any bonus from your [[Dexterity Modifier]].
=== Heavy Armour Proficiency ===
The following classes start with {{HeavyArmour}} Proficiency at level 1:
Each armour has a type that, generally speaking, determines its Armour Class and appearance. Each armour type also belongs to one of three categories: light, medium or heavy.
Light armour
Provides some protection without sacrificing mobility. Creatures wearing light armour add their full Dexterity modifier to their AC.
Medium armour
Provides moderate protection, but hinders mobility. Creatures wearing medium armour add their Dexterity modifier to their AC, up to a maximum of +2. Some medium armour types also give disadvantage on Stealth checks.
Heavy armour
Provides maximum protection, but severely hinders mobility. Creatures wearing medium armour do not add their Dexterity modifier to their AC and have disadvantage on Stealth checks.
In addition to these three categories, shields are a type of armour equipped in the character's off-hand.
Armour proficiency
In order to to wear an armour efficiently, the wearer needs proficiency with that armour's category. A creature that wears armour it lacks proficiency with cannot cast spells, and have disadvantage on all of its ability checks, saving throws, and attack rolls.
Similarly to other armour, shields require the wearer to have proficiency with shields.
Additionally, some helmets, gloves, and boots also require proficiency with a certain category of armour.
Sources of armour proficiency
Armour proficiency is generally gained from starting class, race or feats.
Armour proficiency with lighter categories is always inherited, meaning that a creature proficient with heavy armour is always proficient with light and medium armour.