Guide:Armour Class: Difference between revisions
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* [[Fighter|Fighters]], [[Paladin|Paladins]], and [[Ranger|Rangers]] have access to the '''Defense [[Fighting Style]]''' feature, which grants +1 AC if they are wearing armour. | * [[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.) | * 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: [[Shield of Faith]], [[ | * A few spells grants bonus AC: [[Shield of Faith]], [[Shield (spell)]], [[Mirror Image]], and [[Haste]]. But all of these either don't last long, require concentration, or are otherwise limited in its bonus. | ||
== Ways to decrease AC == | == Ways to decrease AC == | ||
* Spells that decrease 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)|Acid]] surface, but can be swiftly negated when the victim leaves the surface. | * Spells that decrease 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)|Acid]] surface, but can be swiftly negated when the victim leaves the surface. | ||
* Equipping a piece of [[Armour]] (usually benign-sounding [[Headwear]], [[Handwear]], or [[Footwear]]) when relying on an unarmoured build | * Equipping a piece of [[Armour]] (usually benign-sounding [[Headwear]], [[Handwear]], or [[Footwear]]) when relying on an unarmoured build |
Latest revision as of 17:48, 12 November 2024
This is a community guide, and is open to edit by anyone. See Armour Class for the main article. See the style manual for guidelines. |
This article is a stub and in need of expansion. See the editing manual for how to contribute or the style manual for guidelines. |
This is a community guide for Armour Class.
Ways to increase AC[edit | edit source]
- Certain clothing and armours grant bonus AC outside of their Base AC. Potent Robe is an example of this.
- Three rings increase AC: the Ring of Protection increases AC unconditionally, while the Bracing Band, and the Ring of Twilight increase AC conditionally.
- Fighters, Paladins, and 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 to functionally add their Proficiency Bonus to their AC for a single incoming attack. The character must be wielding a Finesse weapon they are Proficient in. (This is actually implemented by imposing a penalty to the incoming attack roll.)
- A few spells grants bonus AC: Shield of Faith, Shield (spell), Mirror Image, and Haste. But all of these either don't last long, require concentration, or are otherwise limited in its bonus.
Ways to decrease AC[edit | edit source]
- Spells that decrease 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.
- Equipping a piece of Armour (usually benign-sounding Headwear, Handwear, or Footwear) when relying on an unarmoured build