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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 SwarmArmour of the Swarm +2 Swarmkeeper Ranger (11) Applies for one turn after using Mighty Teleport.
BladesongBladesong +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 FlourishDefensive Flourish +4 College of Swords Bard (3) Applies for one turn after striking a target with the flourish.
Draconic ResilienceDraconic Resilience +3 Draconic Bloodline Sorcerer (3) Equivalent to Mage ArmourMage 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 LightsWild Magic: Protective Lights +1 Wild Magic Barbarian (3) One of eight possible wild magic effects applied during Rage: Wild MagicRage: Wild Magic. Affects the barbarian and all allies in 3 m / 10 ft.
Wild ShapeWild 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 DuellistDefensive Duellist +Proficiency bonus Applies to a single incoming melee attack at the cost of a Reaction.
Dual WielderDual Wielder +1 Applies while dual wielding.
Magic Initiate: ClericMagic 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 MasterMedium 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
BarkskinBarkskin Sets AC to 16 Until long rest Yes Self or allies Has no effect if the target has an AC higher than 16.
HasteHaste +2 10 rounds Yes Self or allies
Mage ArmourMage 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 ImageMirror 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.
ShieldShield +5 Until the start of your next turn No Self Cast as a reaction
Shield of FaithShield of Faith +2 Until long rest Yes Self or allies
Warding BondWarding 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 MasterMedium 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.
ShieldsShields +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 FormStarry 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 ShoveShove. 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 ChargesLightning 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 RetaliationBlazing 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 HastenedHastened.
 Terazul +2 2 turns Stack with any other source of HastenedHastened.

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

Item or Feature AC penalty
AcidAcid -2
DazedDazed Dexterity bonus
Houndmaster's PreyHoundmaster's Prey -3
Mindsteal LinkMindsteal Link -2
Mud-DrenchedMud-Drenched -2
Shred ArmourShred Armour -2
SlowSlow -2
Spindleweb SkepticismSpindleweb Skepticism -6