Armour Class: Difference between revisions

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{{ up to date | 2023-08-18 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->[[Category:Gameplay Mechanics]]
{{ up to date | 2023-08-18 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->[[Category:Gameplay Mechanics]]
'''Armour Class''' ('''AC''') is what protects a creature from being hit by attacks. Increasing your {{ArmourClass}} makes it more difficult for enemies to hit you. AC can be increased by equipping [[Armour]] and [[Shields]] or by selecting certain [[Feats]] when leveling up.
'''{{ArmourClass}}''' ('''AC''') is a measurement of how difficult a creature is to be hit by an attack. AC can be increased by equipping [[Armour]] and [[Shields]], by selecting certain [[Feats]] when leveling up, or utilizing certain Magic [[Spells]].
* 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]].
*** 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.
The formula that determines AC is:
{{GameplayNavbox}}
 
<code>Armour Class = Base Armour Class + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]] + Other Bonuses and Penalties</code>
*Base Armour Class is the number seen in shields in the descriptions of armour. When naked, a creature naturally has a Base AC of 10.
**[[Mage Armour]] sets the base armour class to 13 if the target isn't wearing any armour
*The AC bonus from Dexterity Modifier may be capped when wearing heavier types of [[Armour]].
** Clothing and Light Armour doesn't cap the Dexterity 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.
 
* The final term, "Other Bonuses and Penalties" is a very valuable source of AC, it is subject to the least amount of restrictions, but are also relatively rare
** [[Barbarian]] and [[Monk]] have access to the [[Unarmoured Defence (Disambiguation)|Unarmoured Defence]] feature. Allowing them to add their Constitution Modifier and Wisdom Modifier to AC respectively.
** Certain Clothing and Armours grants bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
** A few spells grants bonus AC: [[Shield of Faith]], [[Shield|Shield,]] [[Mirror Image]], and [[Haste]]. But all of these either don't last long, or requires concentration.
** Spells that decreases AC is even rarer: [[Slow]] can do this directly, but is subject to a saving throw; [[Chromatic Orb: Acid]] and [[Melf's Acid Arrow]] can achieve this via an [[Acid Surface]], but can be swiftly negated when the victim leaves the surface.
In order to successfully hit a creature, the [[Attack Roll]] must have a number ''equal to'' or ''greater than'' the target's Armour Class. This means each point of AC makes a creature normally 5% harder to hit.{{GameplayNavbox}}
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