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Adamantine Armor (Half Plate)

D&D 5e · 2014·Medium armor·Uncommon·No attunement

Armor Class
15 + Dexmax +2

Add your Dexterity modifier, up to +2. A negative modifier still lowers it.

Armor Class calculator

AC 1715 + 2 Dex
Category
Medium armor
Dex bonus
Max +2
Stealth
Disadvantage
Strength
None
Weight
40 lb
Don / doff
5 minutes / 1 minute
Rarity
Uncommon
Price
Not specified

Magic: Critical Hits against you become normal hits while you wear this armor. Adamantine adds no bonus to AC.

Calculator assumptions & rules

Uses this entry’s AC formula, Dexterity cap and listed shield bonus. Magic AC already included in the entry is counted once. Features, spells, alternative AC formulas and exceptions to Strength penalties are excluded. You still need the required armor training or proficiency.

Changing calculator inputs does not change the item’s rules or create a new page URL.

Adamantine Armor AC by armor type

Choose a published armor variant to see its full statistics and calculator for this edition.

Adamantine Armor variants in the 2014 edition
ArmorArmor ClassCategoryStealthStrengthWeight
Breastplate14 + Dex (max 2)medium——20 lb
Chain Mail16heavyDisadvantageStr 1355 lb
Chain Shirt13 + Dex (max 2)medium——20 lb
Half Plate15 + Dex (max 2)mediumDisadvantage—40 lb
Plate Armor18heavyDisadvantageStr 1565 lb
Ring Mail14heavyDisadvantage—40 lb
Scale Mail14 + Dex (max 2)mediumDisadvantage—45 lb
Splint Armor17heavyDisadvantageStr 1560 lb

What Adamantine Armor does

  • This armor starts at AC 15 and caps a positive Dexterity modifier at +2. A negative modifier still reduces AC.
  • It imposes Disadvantage on Stealth checks; consider that cost if the group relies on sneaking.
  • Critical-hit protection changes incoming critical hits to normal hits; it does not add AC or prevent the ordinary damage from a hit.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. This is the Half Plate variant.
Full item details & properties

Magic properties

Activation
Wear this armor.
Consumable
No
Critical-hit protection
Critical Hits against you become normal hits while wearing this armor.

Armor details

Armor Class
15 + Dex modifier (max 2)
Category
Medium
Dexterity modifier
Maximum +2
Strength to avoid Speed penalty
No threshold
Stealth disadvantage
Yes
Don
5 minutes
Doff
1 minute

Tags & related references

Uncommon →Critical Hit ProtectionMagicalMaterial AdamantineMedium ArmorNo AttunementStealth DisadvantageArmor →

Compare alternatives

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Adamantine Armor FAQ

What Armor Class does Adamantine Armor (Half Plate) give?

It starts at AC 15. Add your Dexterity modifier, up to +2. A negative modifier still lowers AC.

Does Adamantine Armor require attunement?

No. This entry does not require attunement; follow its activation and use rules.

Does Adamantine Armor prevent all damage from a critical hit?

No. The Critical Hit becomes a normal hit. The attack still deals its normal damage; this property does not prevent the hit or add Armor Class.

Is the listed price a guaranteed purchase price?

The source does not specify a price for this entry. Ask your GM about availability and cost.

Rules source: System Reference Document 5.1 ↗

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. JustRoll independently checked 2014 item text, tables, properties, prices and weights against official SRD 5.1; converted currency to GP and structured mechanics and edition-specific tags. Identity links to 2024 do not transfer rules. Original API snapshots remain unchanged.

Creative Commons Attribution 4.0