Armour Class: Difference between revisions
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** 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: [[Shield of Faith]], [[Shield|Shield,]] [[Mirror Image]], and [[Haste]]. But all of these either don't last long, or requires concentration. | ||
** Spells that decreases AC is 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 is 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 each point of AC makes a creature | 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}} |