Armour Class: Difference between revisions
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'''Armour Class''' ('''AC''') is a measurement of how difficult a creature is to be hit by an attack. In order to successfully hit a creature, the results of an [[Attack roll|attack roll]] must have a number equal to or greater than the target's Armour Class. AC can be increased by equipping [[Armour|armour]] and [[Shields|shields]], by selecting certain [[Feats|feats]] when leveling up, or utilizing certain [[Spells|spells]]. | |||
''' | |||
The formula that determines AC is: | == Formulas == | ||
The default formula that determines AC is: | |||
: {{InfoBlob|10 + [[Dexterity|Dexterity modifier]] + armour bonus + shield bonus + other bonuses and penalties}} | |||
The Dexterity modifier bonus may be limited or ignored if the character wears medium or heavy armour (see [[Armour Class#Armour and shields|below]]). | |||
Unarmoured creatures may use a different formula if they have certain features. Creatures always use whichever formula – that they have access to – would result in a higher AC. | |||
{{SAI|Mage Armour}} and {{SAI|Draconic Resilience}}: | |||
: {{InfoBlob|13 + Dexterity modifier + shield bonus + other bonuses and penalties}} | |||
{{SAI|Unarmoured Defence (Barbarian)}}: | |||
: {{InfoBlob|10 + Constitution modifier† + shield bonus + other bonuses and penalties}} | |||
{{SAI|Unarmoured Defence (Monk)}}: | |||
: {{InfoBlob|10 + Wisdom modifier† + shield bonus + other bonuses and penalties}} | |||
=== Armour and shields === | |||
The AC bonus from Dexterity modifier may be capped when wearing [[Armour#Medium armour|medium]] or [[Armour#Heavy armour|heavy]] armour. | |||
Medium armour typically caps the Dexterity Modifier to +2.{{note|The [[Medium Armour Master]] feat increases the cap from +2 to +3.}}{{note|A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include [[Yuan-Ti Scale Mail]], [[Unwanted Masterwork Scalemail]], [[Sharpened Snare Cuirass]], and [[Armour of Agility]].}} Heavy armour ignores any bonus (or penalty) from the wearer's Dexterity. | |||
Shields will grant the listed AC bonus to whomever equips it. | |||
== Math == | |||
Armour Class becomes exponentially more useful the greater it is – the difference in effectiveness between 20 and 19 AC is {{em|greater}} than the difference in effectiveness between 15 and 14. | |||
To illustrate this, if a defender has 15 AC and 10 HP, and the attacker has +5 (50% chance to hit) to attack rolls, and deals 2 damage per attack, the defender would on average survive for 10 turns. | |||
If the defender's AC was increased to 16 (45% chance to be hit), they would instead survive for an average of 11 rounds (an 11% increase in effectiveness). | |||
Meanwhile, if the defender has 19 AC (30% chance to be hit), they would survive for an average of 16.66 rounds. If their AC was increased to 20 (25% chance to be hit), they would be able to survive for an average of 20 rounds (a 20% increase in effectiveness). | |||
The difference between 25 and 24 is even greater, with a {{em|200%}} increase in effectiveness. | |||
== Ways to increase AC == | |||
* Certain clothing and armours grant bonus AC outside of their Base AC. [[Potent Robe]] is an example of this. | |||
* [[Fighter|Fighters]], [[Paladin|Paladins]], and [[Ranger|Rangers]] have access to the '''Defense [[Fighting Style]]''' feature, which grants +1 AC if they are wearing armour. | |||
* The [[Defensive Duellist]] feat allows a character to spend their [[Reaction (Resource)|Reaction]] to functionally add their [[Proficiency Bonus]] to their AC for a '''single''' incoming attack. The character must be wielding a [[Finesse]] weapon they are [[Proficiency|Proficient]] in. (This is actually implemented by imposing a penalty to the incoming attack roll.) | |||
* A few spells grants bonus AC: [[Barkskin]], [[Shield of Faith]], [[Shield|Shield(Spell),]] [[Mirror Image]], and [[Haste]]. But all of these either don't last long, require concentration, or are otherwise limited in its bonus. | |||
* Spells that decreases AC are even rarer: [[Slow]] can do this directly, but is subject to a saving throw; [[Chromatic Orb: Acid]] and [[Melf's Acid Arrow]] can achieve this via an [[Acid Surface]], but can be swiftly negated when the victim leaves the surface. | |||
== Footnotes == | |||
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