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*The AC bonus from Dexterity Modifier may be capped when wearing heavier types of [[Armour]]. | *The AC bonus from Dexterity Modifier may be capped when wearing heavier types of [[Armour]]. | ||
** Light Armour doesn't cap the Dexterity AC. Clothing doesn't either, but they don't count as armour at all. | ** Light Armour doesn't cap the Dexterity AC. Clothing doesn't either, but they don't count as armour at all. | ||
** Medium Armour typically caps the Dexterity Modifier to +2 | ** Medium Armour typically caps the Dexterity Modifier to +2 | ||
*** The [[Medium Armour Master]] feat increases the cap from +2 to +3 | |||
*** 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]], [[Sharpened Snare Cuirass]], and [[Armour of Agility]]. | |||
** 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 are also relatively rare | * The final term, "Other Bonuses and Penalties" is a very valuable source of AC, it is subject to the least amount of restrictions, but are also relatively rare, and typically 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. | ** [[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. | ||
** 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. | |||
** 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 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}} |