Armour Class: Difference between revisions

Jump to navigation Jump to search
619 bytes added ,  21 August 2023
more details on ac calculation
m (removed unnecessary cumbersome phrasing)
(more details on ac calculation)
Line 3: Line 3:
* Determining your base Armour Class: <code>10 (Natural Armour Class) + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]]</code>
* Determining your base Armour Class: <code>10 (Natural Armour Class) + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]]</code>
** The AC bonus from your Dexterity Modifier may be capped when wearing heavier types of [[Armour]].
** The AC bonus from your Dexterity Modifier may be capped when wearing heavier types of [[Armour]].
*** Light Armour doesn't cap the AC.
*** Medium Armour typically allows adding up to +2 Dexterity Modifier to AC, although there are some armours with an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. For example, [[Yuan-Ti Scale Mail]], [[Sharpened Snare Cuirass]], or [[Armour of Agility]].
*** Heavy Armour ignores any bonus (or penalty) from the wearer's Dexterity, making base AC equal to armour AC.
** Some classes, like [[Barbarian]] and [[Monk]] have special formulas for AC calculation. Typically they don't stack neither with AC provided by Armour, nor with each other.
* In order to successfully hit an enemy, your [[Attack Roll]] must have a number ''equal to'' or ''greater than'' than the target's Armour Class.
* In order to successfully hit an enemy, your [[Attack Roll]] must have a number ''equal to'' or ''greater than'' than the target's Armour Class.
{{GameplayNavbox}}
{{GameplayNavbox}}
22
edits

Navigation menu