Guide:Armour Class
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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