Armour Class: Difference between revisions

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** Heavy Armour ignores any bonus (or penalty) from the wearer's Dexterity.
** Heavy Armour ignores any bonus (or penalty) from the wearer's Dexterity.


* The final term, "Other Bonuses and Penalties" is a very valuable source of AC, it is subject to the least amount of restrictions, but also relatively rare, and typically requires the expenditure of [[Resource|Resources]].
* The final term, "Other Bonuses and Penalties" is a very valuable source of AC, it is subject to the least amount of restrictions, but also are relatively rare, demands certain trade offs, or otherwise require the expenditure of [[Resource|Resources]].
** [[Barbarian]] and [[Monk]] have access to the [[Unarmoured Defence (Disambiguation)|Unarmoured Defence]] feature. Allowing them to add their Constitution Modifier and Wisdom Modifier to AC respectively, but only when unarmoured.
** [[Shields]] will grant its listed AC bonus to whomever equips it. This means the user's off hand will be occupied, denying the bonus they would get for two-handing a versatile weapon, and wouldn't be able to equip a two-handed weapon or an off-hand weapon.
** Certain Clothing and Armours grant bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
** Certain Clothing and Armours grant bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
** [[Barbarian|Barbarians]] and [[Monk|Monks]] have access to the [[Unarmoured Defence (Disambiguation)|Unarmoured Defence]] feature. Allowing them to add their Constitution Modifier and Wisdom Modifier to AC respectively, but only when unarmoured.
** [[Fighter|Fighters]], [[Paladin|Paladins]], and [[Ranger|Rangers]] have access to the '''Defense [[Fighting Style]]''' feature, which grants +1 AC if the 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.)
** 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,]] [[Mirror Image]], and [[Haste]]. But all of these either don't last long, requires concentration, or are otherwise limited in its bonus.
** 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, requires 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.
** 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}}