Armour Class: Difference between revisions

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** Certain Clothing and Armours grants bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
** Certain Clothing and Armours grants bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
** The [[Defensive Duellist]] feat allows a character to spend their [[Reaction (Resource)|Reaction]] to 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.
** The [[Defensive Duellist]] feat allows a character to spend their [[Reaction (Resource)|Reaction]] to 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.
** A few spells grants bonus AC: [[Shield of Faith]], [[Shield|Shield,]] [[Mirror Image]], and [[Haste]]. But all of these either don't last long, or requires concentration.
** A few spells grants bonus AC: [[Barkskin]], [[Shield of Faith]], [[Shield|Shield,]] [[Mirror Image]], and [[Haste]]. But all of these either don't last long, requires concentration, or are other 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.
** 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.
In order to successfully hit a creature, the [[Attack Roll]] must have a number ''equal to'' or ''greater than'' the target's Armour Class. This means, typically, each point of AC makes a creature 5% harder to hit.{{GameplayNavbox}}
In order to successfully hit a creature, the [[Attack Roll]] must have a number ''equal to'' or ''greater than'' the target's Armour Class. This means, typically, each point of AC makes a creature 5% harder to hit.{{GameplayNavbox}}