Light Armor can get you to AC 17, with no stealth penalties, but ramps up slowly. You’re likely to have AC 15 in T1, and hit 17 at either level 8 or 12. AC very dependent on Dex, but Dex is likely a dual purpose stat for Light armor classes.
Medium Armor can get you to AC 17 with stealth penalties, 16 without, or 18 with a feat. But it offers higher starting AC in T1, you’re likely to have a 16, and be able to reach 17 within a few levels by finding loot or gold. Moderately Dex dependent, which can be awkward, because medium armor wearers often would want to pump Dex over the armors cap (rangers) or to dump Dex entirely in favor of Con (barbarians).
Heavy Armor can get you 18 with stealth penalties, but has strength requirements. It offers high starting AC in T1, likely 16, and you’ll reach 18 within a few levels from loot or gold. Moderately strength dependent, but Strength likely to be a main attack stat... and Str requirements can be freely ignored for a minor speed penalty.
But, there’s also popular Unarmored calculations, including Mage Armor (can reach 18, likely 15 in T1, but heavily requires Dex, which is a waste in casters), Monk Unarmored (can reach 20, likely 16 in T1, but heavy Dex and wisdom, but some monks don’t like Wis), Barbarian Unarmored (can reach 24, likely 15 in T1, but heavy Dex and Con, and Barbs don’t want Dex or have time to boost), Natural Armor (usually 13+Dex, can reach 18, which is either Mage Armor for free, or a strictly superior alternative to Light or Medium for a Dex-based character), or Tortle (flat 17).
See a pattern? There are LOTS of ways to hit 17 or 18, but only monks and barbarians go past that... and it takes two stats being boosted for them to do so. A Shield is one of only a few ways to go past that (others being Defense fighting style, Dual Wielder, certain racial features, certain spells, etc.). For a character with a hand to spare, they’re VERY good, and a high value proficiency to have.
Warlocks have access to free Mage Armor, so having a Shield as well let’s them hit AC 20 by investing in Dex, or start the game with 18 AC right in T1. That is unusually high AC, especially for a caster, and the Hexblade subclass accounts for that as a class feature. Giving it away for free to another subclass is a meaningful buff, and imbalanced in my opinion.
sounds like you're looking at the "Customizing your Origin" rules, that allows you to make changes to proficiencies granted for a race.
The changes that you can make are defined under "Proficiency Swaps" and are available in the D&D Beyond character builder (make sure to activate the options on the first page).
Note that it is not possible to gain proficiency with a shield through these optional rules.
As always, every D&D group is encouraged to use and customise the rules as they see fit to make the game fun. If you and your DM discuss and agree that this is ok, then go ahead and do it!
You can add proficiency with shield to your character via the character sheet - just click on the proficiencies section in the bottom-left of the character sheet (Shield is under the Armor category).
I want to swap the light armor proficiency for a shield on my warlock. I am unsure if it creates a balance issue at all?
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
Yes, it’s unbalanced.
Light Armor can get you to AC 17, with no stealth penalties, but ramps up slowly. You’re likely to have AC 15 in T1, and hit 17 at either level 8 or 12. AC very dependent on Dex, but Dex is likely a dual purpose stat for Light armor classes.
Medium Armor can get you to AC 17 with stealth penalties, 16 without, or 18 with a feat. But it offers higher starting AC in T1, you’re likely to have a 16, and be able to reach 17 within a few levels by finding loot or gold. Moderately Dex dependent, which can be awkward, because medium armor wearers often would want to pump Dex over the armors cap (rangers) or to dump Dex entirely in favor of Con (barbarians).
Heavy Armor can get you 18 with stealth penalties, but has strength requirements. It offers high starting AC in T1, likely 16, and you’ll reach 18 within a few levels from loot or gold. Moderately strength dependent, but Strength likely to be a main attack stat... and Str requirements can be freely ignored for a minor speed penalty.
But, there’s also popular Unarmored calculations, including Mage Armor (can reach 18, likely 15 in T1, but heavily requires Dex, which is a waste in casters), Monk Unarmored (can reach 20, likely 16 in T1, but heavy Dex and wisdom, but some monks don’t like Wis), Barbarian Unarmored (can reach 24, likely 15 in T1, but heavy Dex and Con, and Barbs don’t want Dex or have time to boost), Natural Armor (usually 13+Dex, can reach 18, which is either Mage Armor for free, or a strictly superior alternative to Light or Medium for a Dex-based character), or Tortle (flat 17).
See a pattern? There are LOTS of ways to hit 17 or 18, but only monks and barbarians go past that... and it takes two stats being boosted for them to do so. A Shield is one of only a few ways to go past that (others being Defense fighting style, Dual Wielder, certain racial features, certain spells, etc.). For a character with a hand to spare, they’re VERY good, and a high value proficiency to have.
Warlocks have access to free Mage Armor, so having a Shield as well let’s them hit AC 20 by investing in Dex, or start the game with 18 AC right in T1. That is unusually high AC, especially for a caster, and the Hexblade subclass accounts for that as a class feature. Giving it away for free to another subclass is a meaningful buff, and imbalanced in my opinion.
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I'm going to make this way harder than it needs to be.
There is a reason why Tasha's customizing origin doesn't give a way to gain armor proficiency. AC is a major balancing factor of many classes.
Hi there,
sounds like you're looking at the "Customizing your Origin" rules, that allows you to make changes to proficiencies granted for a race.
The changes that you can make are defined under "Proficiency Swaps" and are available in the D&D Beyond character builder (make sure to activate the options on the first page).
Note that it is not possible to gain proficiency with a shield through these optional rules.
As always, every D&D group is encouraged to use and customise the rules as they see fit to make the game fun. If you and your DM discuss and agree that this is ok, then go ahead and do it!
You can add proficiency with shield to your character via the character sheet - just click on the proficiencies section in the bottom-left of the character sheet (Shield is under the Armor category).
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