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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
Armour of the Swarm Armour of the Swarm +2 Swarmkeeper Ranger (11) Applies for one turn after using Mighty Teleport.
Bladesong Bladesong +2 to +4 Bladesinger (2) Applies while Bladesinging. Bonus starts at +2 and increases to +3 at level 5 and +4 at level 9.
Defence (fighting style) Defence (fighting style) +1 Fighter (1), Ranger (2),
Paladin (2)
Applies while wearing any armour
Defensive Flourish Defensive Flourish +4 College of Swords Bard (3) Applies for one turn after striking a target with the flourish.
Draconic Resilience Draconic Resilience +3 Draconic Bloodline Sorcerer (3) Equivalent to Mage Armour Mage Armour. Only applies while unarmoured. Affects base AC and does not stack with other effects that change base AC.
Unarmoured Defence (Barbarian) Unarmoured Defence (Barbarian) +CON modifier Barbarian (1) Only applies while unarmoured. Affects base AC and does not stack with other effects that change base AC.
Unarmoured Defence (Monk) Unarmoured Defence (Monk) +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.
Wild Magic: Protective Lights Wild Magic: Protective Lights +1 Wild Magic Barbarian (3) One of eight possible wild magic effects applied during Rage: Wild Magic Rage: Wild Magic. Affects the barbarian and all allies in 3 m / 10 ft.
Wild Shape Wild Shape 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
Defensive Duellist Defensive Duellist +Proficiency bonus Applies to a single incoming melee attack at the cost of a Reaction.
Dual Wielder Dual Wielder +1 Applies while dual wielding.
Magic Initiate: Cleric 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 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
Barkskin Barkskin Sets AC to 16 Until long rest Yes Self or allies Has no effect if the target has an AC higher than 16.
Haste Haste +2 10 rounds Yes Self or allies
Mage Armour Mage Armour +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.
Mirror Image Mirror Image +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.
Shield Shield +5 Until the start of your next turn No Self Cast as a reaction
Shield of Faith Shield of Faith +2 Until long rest Yes Self or allies
Warding Bond Warding Bond +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 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 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
Armour of Moonbasking +2 Applies while wild shaped as well. For Circle of the Stars druids in a Starry Form Starry Form, the bonus is actually applied twice for +4 AC. 3
Bloodthirst +1 Applies when equipped in the off-hand only. 3
Bonespike Boots +1 Only applies while unarmoured and not wielding a shield. 3
Bracers of Defence +2 Only applies while unarmoured and not wielding a shield. 1
Bracing Band +1 Applies for one turn after pushing an enemy. This can be triggered by any push, not just Shove Shove. 1
Cloak of Protection +1 2
Cloth of Authority +1 3
Cold Snap +1 Applies when equipped in the off-hand only. 3
Defender Flail +1 1
Defender Greataxe +1 When making an attack, can choose to reduce the weapon enchantment by 1 to gain +1 AC for 1 round. 2
Evasive Shoes +1 2
Garb of the Land and Sky +1 3
Gleamdance Dagger +1 Applies when equipped in the off-hand only. 3
Helm of Balduran +1 3
Infernal Robe +1 3
Mutilated Carapace +1 3
Potent Robe +1 2
The Protecty Sparkswall +1 While any Lightning Charges Lightning Charges are active. 1
Ring of Protection +1 1
Ring of Twilight +1 AC bonus only applies while obscured. 2
Robe of Supreme Defences +1 Applies while concentrating. 3
Robe of the Weave +2 3
Shield of Scorching Reprisal +1 For 4 turns after using Blazing Retaliation Blazing Retaliation. 2
Vest of Soul Rejuvenation +2 3
Viconia's Priestess Robe +1 3
Wavemother's Cloak +2 Bonus is granted at the start of each turn while in combat. It is removed when taking damage. 3
Wavemother's Robe +1 3
Wondrous Gloves +1 1

Consumables[edit | edit source]

Type AC bonus Duration Notes
Potion of Speed +2 3 turns Does not stack with any other source of Hastened Hastened.
Terazul +2 2 turns Stack with any other source of Hastened Hastened.

Conditions and features that give penalty to AC[edit | edit source]

Item or Feature AC penalty
Acid Acid -2
Dazed Dazed Dexterity bonus
Houndmaster's Prey Houndmaster's Prey -3
Mindsteal Link Mindsteal Link -2
Mud-Drenched Mud-Drenched -2
Shred Armour Shred Armour -2
Slow Slow -2
Spindleweb Skepticism Spindleweb Skepticism -6