Ad placeholder
List of features and items that affect AC
Jump to navigation
Jump to search
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 (3) | Equivalent to | . 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 | . 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 ![]() | |
+1 | Applies while dual wielding. | |
+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. | |
+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 |
---|---|---|
![]() |
Varies | Light armours typically have AC values of 11 to 14. See Light Armour for a comprehensive list. |
![]() |
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 Exotic Material property do not have this cap. See Medium Armour for a comprehensive list. | and armours with the
![]() |
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. |
+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 , 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 | .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 | 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 | .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 | .
![]() |
+2 | 2 turns | Stack with any other source of | .
Conditions and features that give penalty to AC[edit | edit source]
Item or Feature | AC penalty |
---|---|
-2 | |
Dexterity bonus | |
-3 | |
-2 | |
-2 | |
-2 | |
-2 | |
-6 |