Armour Class: Difference between revisions

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The difference between 25 and 24 is even greater, with a {{em|200%}} 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 ==
== Footnotes ==