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List of features and items that affect AC
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Class features[edit | edit source]
| Feature | AC bonus | Class (Level) | Notes |
|---|---|---|---|
| +2 | Swarmkeeper Ranger (11) | Applies for one turn after using Mighty Teleport. | |
| +2 to +4 | Bladesinger (2) | Applies while Bladesinging. Bonus starts at +2 and increases to +3 at level 5 and +4 at level 9. | |
| +1 | Fighter (1), Ranger (2), Paladin (2) |
Applies while wearing any armour | |
| +4 | College of Swords Bard (3) | Applies for one turn after striking a target with the flourish. | |
| +3 | Draconic Bloodline Sorcerer (1) | Equivalent to Mage Armour. Only applies while unarmoured. Affects base AC and does not stack with other effects that change base AC. | |
| +CON modifier | Barbarian (1) | Only applies while unarmoured. Affects base AC and does not stack with other effects that change base AC. | |
| +WIS modifier | Monk (1) | Only applies while unarmoured and not wearing a shield. Affects base AC and does not stack with other effects that change base AC. | |
| +1 | Wild Magic Barbarian (3) | One of eight possible wild magic effects applied during Rage: Wild Magic. Affects the barbarian and all allies in 3 m / 10 ft. | |
| Varies | Druid (2) | While wild shaped, you take on the base AC of the form. This does not stack with other effects that change base AC. For a list of the base ACs of wild shape forms, see this list. |
Feats[edit | edit source]
| Feat | AC bonus | Notes |
|---|---|---|
| +Proficiency bonus | Applies to a single incoming melee attack at the cost of a Reaction. | |
| Dual Wielder | +1 | Applies while dual wielding. |
| Magic Initiate: Cleric | +1 (potentially) | Increases maximum Dexterity bonus to AC while wearing medium armour from +2 to +3. This is the same as Medium Armour Master and likely is not intended to be part of this feat. |
| Medium Armour Master | +1 (potentially) | Increases maximum Dexterity bonus to AC while wearing medium armour from +2 to +3. |
Spells[edit | edit source]
| Spell | AC bonus | Duration | Concentration | Affects | Notes |
|---|---|---|---|---|---|
| Sets AC to 16 | Until long rest | Yes | Self or allies | Has no effect if the target has an AC higher than 16. | |
| +2 | 10 rounds | Yes | Self or allies | ||
| +3 | Until long rest | No | Self or allies | Only works while unarmoured. Affects base AC and does not stack with other effects that change base AC. | |
| +3 to +9 | 10 rounds (or until depleted) | No | Self | Starts at 3 mirror images for +9 AC. Each missed attack will remove one mirror image and reduce the AC bonus by 3. | |
| +5 | Until the start of your next turn | No | Self | Cast as a reaction | |
| +2 | Until long rest | Yes | Self or allies | ||
| +1 | Until long rest | No | Allies |
Equipment types[edit | edit source]
| Type | AC bonus | Notes |
|---|---|---|
| Light Armour | Varies | Light armours typically have AC values of 11 to 14. See Light Armour for a comprehensive list. |
| Medium Armour | Varies | Medium armours typically have AC values of 13 to 17, but cap the AC bonus from Dexterity to +2. This cap can be increased to +3 with Medium Armour Master and armours with the Exotic Material property do not have this cap. See Medium Armour for a comprehensive list. |
| Heavy Armour | Varies | Heavy armours typically have AC values of 16 to 21, but do not get any AC bonus from Dexterity. A negative Dexterity modifier will still apply, however. See Heavy Armour for a comprehensive list. |
| Shields | +1 to +3 | Most shields grant +2 AC. See Shields for a comprehensive list. |
Equipment[edit | edit source]
| Item | AC bonus | Notes | Found in Act |
|---|---|---|---|
| +2 | Applies while wild shaped as well. For Circle of the Stars druids in a Starry Form, the bonus is actually applied twice for +4 AC. | 3 | |
| +1 | Applies when equipped in the off-hand only. | 3 | |
| +1 | Only applies while unarmoured and not wielding a shield. | 3 | |
| +2 | Only applies while unarmoured and not wielding a shield. | 1 | |
| +1 | Applies for one turn after pushing an enemy. This can be triggered by any push, not just Shove. | 1 | |
| +1 | 2 | ||
| +1 | 3 | ||
| +1 | Applies when equipped in the off-hand only. | 3 | |
| +1 | 1 | ||
| +1 | When making an attack, can choose to reduce the weapon enchantment by 1 to gain +1 AC for 1 round. | 2 | |
| +1 | 2 | ||
| +1 | 3 | ||
| +1 | Applies when equipped in the off-hand only. | 3 | |
| +1 | 3 | ||
| +1 | 3 | ||
| +1 | 3 | ||
| +1 | 2 | ||
| +1 | While any Lightning Charges are active. | 1 | |
| +1 | 1 | ||
| +1 | AC bonus only applies while obscured. | 2 | |
| +1 | Applies while concentrating. | 3 | |
| +2 | 3 | ||
| +1 | For 4 turns after using Blazing Retaliation. | 2 | |
| +2 | 3 | ||
| +1 | 3 | ||
| +2 | Bonus is granted at the start of each turn while in combat. It is removed when taking damage. | 3 | |
| +1 | 3 | ||
| +1 | 1 |
Consumables[edit | edit source]
| Type | AC bonus | Duration | Notes |
|---|---|---|---|
| +2 | 3 turns | Does not stack with any other source of Hastened. | |
| +2 | 2 turns | Stack with any other source of Hastened. |
Conditions and features that give penalty to AC[edit | edit source]
| Item or Feature | AC penalty |
|---|---|
| -2 | |
| Dazed | -DEX bonus |
| -3 | |
| -2 | |
| -2 | |
| -2 | |
| -2 | |
| Spindleweb Skepticism | -6 |