Armor Class (AC) is a vital statistic in Dungeons & Dragons fifth Version (5e), representing your character’s capability to keep away from being hit by assaults. Calculating AC precisely is crucial for survival, permitting you to gauge your defensive capabilities and plan your fight methods successfully. In contrast to earlier editions of D&D, 5e simplifies AC calculation, making it an easy course of that you could grasp with ease.
To find out your AC, you want to think about a number of components. The bottom AC for many characters is 10, whereas sure races or class options can present extra bonuses. Moreover, you add the AC bonus granted by your worn armor. Every armor sort has a particular AC bonus, which is detailed within the Participant’s Handbook. For instance, leather-based armor offers an AC bonus of +1, whereas plate armor offers an AC bonus of +8. In case you are wielding a defend, you achieve an extra +2 AC bonus.
Moreover, it’s possible you’ll apply Dexterity modifiers to your AC in case you meet sure circumstances. In case you are sporting gentle or medium armor and have a constructive Dexterity modifier, you possibly can add the modifier to your AC. Nonetheless, if you’re sporting heavy armor, you don’t obtain this bonus. Different components that may have an effect on your AC embody spells, magic gadgets, and fight maneuvers. Comprehending these modifiers and the way they work together will will let you optimize your AC and improve your probabilities of survival in fight.
Understanding Armor Class (AC)
Armor Class (AC) is a vital statistic in Dungeons & Dragons fifth Version that represents a personality’s capability to evade or deflect assaults. It measures how troublesome it’s for an attacker to hit a personality in fight, considering varied components such because the character’s armor, dexterity, and different defensive skills.
Parts of AC
AC is calculated by combining the next elements:
Part | Description |
---|---|
Base AC | Decided by the character’s class and race. For many participant characters, the bottom AC is 10. |
Armor | The AC bonus supplied by the character’s worn armor. Several types of armor supply various ranges of safety. |
Dexterity Modifier | A bonus based mostly on the character’s Dexterity capability rating. Dexterity represents the character’s agility and reflexes, which might help them dodge or deflect assaults. |
Different Modifiers | Varied different skills, spells, or gadgets that may grant extra bonuses or penalties to AC. |
These elements are added collectively to find out the character’s AC. For instance, a personality sporting leather-based armor (+1 AC), with a Dexterity of 14 (+2 modifier), and a +1 AC bonus from a magical defend would have an AC of 14 (10 base + 1 armor + 2 Dex + 1 defend).
The Position of Dexterity in AC
Dexterity performs an important position in figuring out your character’s Armor Class (AC). It represents your character’s agility, reflexes, and stability, all of which contribute to their capability to keep away from or deflect assaults.
The next desk summarizes the results of Dexterity on AC:
Dexterity Modifier | AC Bonus |
---|---|
-5 | +0 |
-4 | +1 |
-3 | +2 |
-2 | +3 |
-1 | +4 |
0 | +5 |
1 | +6 |
2 | +7 |
3 | +8 |
4 | +9 |
5 | +10 |
As you possibly can see, the upper your Dexterity modifier, the upper your AC bonus will likely be. Because of this characters with excessive Dexterity are harder to hit in fight as a result of they’re higher at dodging and parrying assaults.
Nonetheless, it is necessary to notice that Dexterity solely contributes to AC when you’re sporting gentle or medium armor. In case you are sporting heavy armor, your AC is set by the armor itself, and Dexterity has no impact.
Calculating AC with Armor and Shields
Armor Class (AC) is a measure of a personality’s capability to defend towards assaults. It’s calculated by including the character’s Dexterity modifier and any bonuses from armor or different gear.
Armor
The kind of armor a personality wears can considerably have an effect on their AC. Armor is assessed into three classes: gentle, medium, and heavy.
Gentle armor has the lightest weight and offers the bottom AC bonus. It’s sometimes worn by characters who prioritize mobility and agility over safety.
Medium armor offers a average AC bonus and affords a stability between safety and mobility. It’s typically worn by characters who want to have the ability to transfer rapidly whereas nonetheless having some degree of protection.
Heavy armor offers the very best AC bonus but in addition restricts a personality’s motion. It’s sometimes worn by characters who prioritize protection over different attributes.
The AC bonus supplied by armor is set by its sort and materials. The next desk lists the AC bonuses for several types of armor:
Armor Sort | AC Bonus |
---|---|
Gentle armor | +2 |
Medium armor | +3 |
Heavy armor | +4 |
Shields
Shields may also be used to extend a personality’s AC. When a personality makes use of a defend, they achieve a +2 bonus to AC.
Shields are held in a single hand and can be utilized to dam or deflect assaults. They’re notably efficient towards melee assaults, as they can be utilized to intercept the incoming blow.
The AC bonus supplied by a defend is cumulative with the AC bonus supplied by armor. For instance, a personality sporting medium armor and utilizing a defend would have an AC of 17 (15 from the armor + 2 from the defend).
The Impression of Pure Armor and Unarmored Protection
For creatures like barbarians and monks, a excessive Armor Class (AC) could be achieved with out sporting heavy armor. Pure AC is bestowed upon creatures by their distinctive bodily attributes, equivalent to powerful pores and skin or scales. Calculated as 10 + their Dexterity modifier, this AC worth could be enhanced by the Unarmored Protection characteristic present in varied lessons.
Unarmored Protection grants particular lessons the flexibility to calculate their AC based mostly on their Knowledge or Dexterity modifier (whichever is increased), along with their 10 base AC. For instance, barbarians achieve this capability at 1st degree, permitting them to make the most of their excessive Dexterity or Knowledge modifiers to spice up their AC with out the necessity for cumbersome armor.
Including Shields to Pure Armor and Unarmored Protection
Shields supply an extra layer of safety, however their AC bonus can differ relying on the kind of defend used. Whereas leather-based shields present an AC bonus of +1, bucklers grant a +2 bonus. By combining pure armor or unarmored protection with a defend, one can considerably improve their total AC with out the necessity for heavy armor.
Protect Sort | AC Bonus |
---|---|
Leather-based Protect | +1 |
Buckler | +2 |
The Results of Magic Armor
Enchanted armor offers varied bonuses and results that improve the wearer’s protection and capabilities. Here is an in depth description of the results of several types of magic armor:
Armor of Resistance
Armor of this kind grants a bonus to saving throws towards a particular harm sort, equivalent to acid, fireplace, or poison. The bonus varies based mostly on the armor’s rarity, with unusual armor offering a +2 bonus, uncommon armor offering a +3 bonus, and legendary armor offering a +4 bonus.
Armor of Etherealness
When a personality sporting the sort of armor casts the etherealness spell, they’ll select the armor to journey with them into the Ethereal Airplane. This enables them to disregard any nonmagical restrictions that will stop the armor from being transported.
Armor of Invulnerability
Armor of invulnerability grants resistance to all harm varieties besides psychic harm. This makes the wearer extremely sturdy towards bodily and magical assaults.
Armor of Velocity
Armor of velocity enhances the wearer’s motion velocity by 10 toes. This enables them to maneuver extra rapidly in fight and keep away from being outmaneuvered by enemies.
Armor of Resistance to Particular Injury Sorts
Sure sorts of magic armor present resistance to particular harm varieties, equivalent to fireplace resistance or chilly resistance. These armors are extremely efficient towards enemies that deal primarily that sort of injury, decreasing the quantity of hurt taken.
Armor Sort | Impact |
---|---|
Armor of Resistance | +2 bonus to saving throws towards a particular harm sort (unusual), +3 (uncommon), +4 (legendary) |
Armor of Etherealness | Might be transported into the Ethereal Airplane when the wearer casts etherealness |
Armor of Invulnerability | Resistance to all harm varieties besides psychic harm |
Armor of Velocity | Will increase motion velocity by 10 toes |
Armor of Resistance to Particular Injury Sorts | Resistance to a particular harm sort (e.g., fireplace resistance, chilly resistance) |
Particular Issues for Monks
Monks achieve a particular bonus to their Armor Class based mostly on their Dexterity and Knowledge modifiers. This bonus is added to their AC calculation as follows:
AC = 10 + Dexterity modifier + Knowledge modifier
This bonus represents the monk’s capability to dodge and deflect assaults on account of their coaching in martial arts. It is very important notice that this bonus solely applies to unarmored AC calculations. If a monk is sporting armor, they may lose the bonus to their AC from their Dexterity and Knowledge modifiers.
The next desk summarizes the AC calculations for monks:
Unarmored AC | Armored AC |
---|---|
10 + Dexterity modifier + Knowledge modifier | 10 + Dexterity modifier (if sporting gentle armor) or Power modifier (if sporting medium or heavy armor) |
For instance, a monk with a Dexterity modifier of +3 and a Knowledge modifier of +2 would have an unarmored AC of 15 (10 + 3 + 2). If the monk have been to put on gentle armor, their AC would improve to 16 (10 + 3). Nonetheless, in the event that they have been to put on medium or heavy armor, their AC would solely be 14 (10 + 4), as their Dexterity modifier would now not apply.
Momentary AC Modifiers
Armor Class (AC) may also be affected by short-term modifiers that apply to your character solely all through the spell, characteristic, or impact that grants them. These modifiers could be constructive or unfavourable, and so they stack with another AC bonuses or penalties you could have.
Focus Spells
Some spells, equivalent to defend and mage armor, grant a bonus to AC whereas they’re targeting. The AC bonus lasts all through the focus spell, or till the spell is damaged.
Magical Gadgets
Sure magical gadgets can present a bonus or penalty to AC, equivalent to bracers of protection or amulet of pure armor. The AC bonus or penalty from a magical merchandise is often fixed, however it could differ relying on the merchandise.
Options and Talents
Some character options and skills may also grant a bonus or penalty to AC. For instance, the Barbarian’s Unarmored Protection characteristic grants a bonus to AC equal to their Structure modifier, and the Monk’s Deflect Missiles capability grants a bonus to AC towards ranged assaults.
Modifier | Supply |
---|---|
+1 AC | Protect spell |
+3 AC | Mage armor spell |
+1 AC | Bracers of protection |
+2 AC | Barbarian’s Unarmored Protection |
+2 AC | Monk’s Deflect Missiles capability |
Calculating AC in Completely different Conditions
Base AC
Base AC is calculated utilizing the armor’s base AC plus any Dexterity modifier. For instance, leather-based armor has a base AC of 11, and a personality with a Dexterity modifier of +2 would have an AC of 13.
Unarmored Protection
Characters with out armor can use their Dexterity and Structure modifiers to calculate AC. The bottom AC for unarmored protection is 10, plus the character’s Dexterity modifier, plus half of their Structure modifier. For instance, a personality with a Dexterity modifier of +2 and a Structure modifier of +3 would have an AC of 12.
Pure Armor
Some creatures have pure armor, which grants a bonus to AC. This bonus is added to the bottom AC of the creature’s armor or unarmored protection.
Shields
Shields present a bonus to AC, sometimes +2 or +3. This bonus is added to the character’s AC each time they’re utilizing a defend.
Magical Armor and Shields
Magical armor and shields can have particular skills or enchantments that additional improve AC. These skills can embody resistance to sure sorts of harm, benefit on AC checks, and even the flexibility to solid spells.
Cowl and Stealth
Cowl and stealth can present situational bonuses to AC. When a personality is in cowl, they achieve a +2 bonus to AC towards assaults that originate from that course. When a personality is sneaking, they achieve a +5 bonus to AC towards assaults that originate from behind them.
Different Elements
There are a couple of different components that may have an effect on AC, such because the character’s measurement or race. For instance, dwarves have a racial bonus to AC towards assaults made with axes.
Situations and Spells
Sure circumstances and spells can quickly alter a personality’s AC. For instance, the frightened situation offers a personality drawback on AC checks, whereas the bless spell offers a personality a bonus to AC. The precise results of those circumstances and spells differ, so you will need to seek the advice of the precise guidelines for every one.
Unarmored Protection
Characters with no armor can use their Dexterity modifier to calculate their AC. This can be a nice choice for characters who need to be nimble and agile, equivalent to rogues and monks.
Instance:
A rogue with a Dexterity rating of 16 has an unarmored AC of 13 (10 + 3).
Pure Armor
Some creatures have pure armor, which supplies them a bonus to AC. This bonus is often based mostly on the creature’s measurement and kind.
Instance:
A large spider has a pure armor bonus of 1, so its AC is 12 (10 + 1).
Shields
Shields present a flat bonus to AC. The bonus varies relying on the kind of defend.
Instance:
A medium defend offers a bonus of +2 to AC, so a personality with a medium defend and a Dexterity modifier of 16 has an AC of 15 (10 + 2 + 3).
Magical Armor
Magical armor can present quite a lot of bonuses to AC, together with resistance to sure sorts of harm.
Instance:
Plate armor +1 offers a bonus of +1 to AC and resistance to non-magical bludgeoning, piercing, and slashing harm.
Different Methods to Enhance AC
There are a variety of different methods to enhance your AC, together with:
Optimizing AC for Completely different Characters
One of the simplest ways to optimize your AC will depend on your character’s class, race, and playstyle. Listed here are a couple of suggestions for optimizing AC for various characters:
Character Class | AC Optimization Ideas |
---|---|
Barbarian | Put on heavy armor and use a defend |
Bard | Use medium armor and concentrate on Dexterity |
Cleric | Put on heavy armor you probably have proficiency, in any other case put on medium armor |
Druid | Use pure armor and concentrate on Dexterity |
Fighter | Put on heavy armor and use a defend |
Monk | Use unarmored protection and concentrate on Dexterity |
Paladin | Put on heavy armor and use a defend |
Ranger | Put on medium armor and concentrate on Dexterity |
Rogue | Use unarmored protection and concentrate on Dexterity |
Sorcerer | Use mage armor and concentrate on Dexterity |
Warlock | Use mage armor and concentrate on Dexterity |
Wizard | Use mage armor and concentrate on Dexterity |
Primary Armor Class Calculation
Armor Class (AC) represents a personality’s capability to keep away from being hit by assaults. It’s calculated as follows:
AC = 10 + Base Armor Class + Dexterity Modifier + Protect Bonus
- Base Armor Class: That is the bottom AC supplied by the armor a personality is sporting.
- Dexterity Modifier: That is the modifier to a personality’s Dexterity capability rating, which could be constructive or unfavourable.
- Protect Bonus: This can be a bonus to AC supplied by a defend.
Widespread Errors in AC Calculation
1. Miscounting Armor Proficiency
Some armor varieties require proficiency to put on. If a personality just isn’t proficient within the armor they’re sporting, they obtain a penalty to their AC.
2. Overlooking Pure Armor
Some races, equivalent to Dragonborn and Tortles, have pure armor that gives a bonus to their AC. This bonus is utilized earlier than another modifiers.
3. Ignoring Cowl Modifiers
Cowl can present a bonus to AC. Half cowl offers a +2 bonus, and three-quarters cowl offers a +5 bonus.
4. Misapplying Protect AC
A defend solely offers its AC bonus when it’s getting used to dam an assault. If a personality is carrying a defend however not utilizing it, it doesn’t present any AC bonus.
5. Utilizing the Incorrect Dexterity Modifier
The Dexterity modifier utilized in AC calculation is the modifier based mostly on the character’s present Dexterity rating, not their base Dexterity rating.
6. Stacking AC Bonuses
Some bonuses to AC can’t be stacked. For instance, the AC bonus from the Protect spell doesn’t stack with the AC bonus from a defend.
7. Making use of Magical AC Bonuses Incorrectly
Magical AC bonuses, such because the bonus from the Bracers of Protection, are utilized in any case different modifiers.
8. Forgetting Circumstance Bonuses
Circumstance bonuses, such because the bonus from the Bless spell, are utilized as short-term bonuses to AC.
9. Misinterpreting Dodge Motion
The Dodge motion offers a bonus to AC, but it surely solely applies to assaults that may be seen.
10. Mixing Up AC and Saving Throws
AC is used to defend towards assaults, whereas saving throws are used to defend towards spells and different skills. It is very important keep in mind that AC doesn’t apply to saving throws.
How To Calculate Armor Class 5e
Armor Class (AC) is a measure of how troublesome it’s to hit a personality in D&D 5e. It’s calculated by including collectively the character’s base AC, any armor bonuses, any defend bonuses, and another bonuses or penalties that apply. The bottom AC for many characters is 10, however this may be modified by race, class, feats, and different components.
Armor bonuses are sometimes listed on the armor’s stat block. The most typical sort of armor is gentle armor, which offers a bonus of +2 to AC. Medium armor offers a bonus of +3 to AC, and heavy armor offers a bonus of +4 to AC.
Protect bonuses are sometimes listed on the defend’s stat block. The most typical sort of defend is a wood defend, which offers a bonus of +2 to AC. A metal defend offers a bonus of +3 to AC, and a tower defend offers a bonus of +4 to AC.
Different bonuses or penalties to AC can come from quite a lot of sources, equivalent to feats, spells, or magic gadgets. For instance, the Defensive Duelist feat grants a bonus to AC when wielding a finesse weapon, and the Protect spell grants a brief bonus to AC.
Calculating AC
To calculate your AC, merely add collectively your base AC, any armor bonuses, any defend bonuses, and another bonuses or penalties that apply. For instance, a personality with a base AC of 10, sporting leather-based armor (+2) and a wood defend (+2), would have an AC of 14.
Individuals Additionally Ask About How To Calculate Armor Class 5e
What’s the base AC for a personality?
The bottom AC for many characters is 10, however this may be modified by race, class, feats, and different components.
What are the several types of armor in 5e?
The several types of armor in 5e are gentle armor, medium armor, and heavy armor.
What are the several types of shields in 5e?
The several types of shields in 5e are wood shields, metal shields, and tower shields.
What are another components that may have an effect on AC?
Different components that may have an effect on AC embody feats, spells, and magic gadgets.