Guide:Armour Class: Difference between revisions

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(Created page with "{{Guide | community }} This is a community guide for Armour Class. == Ways to increase AC == * Certain clothing and armours grant bonus AC outside of their Base AC. Potent Robe is an example of this. * Fighters, Paladins, and Rangers have access to the '''Defense Fighting Style''' feature, which grants +1 AC if they are wearing armour. * The Defensive Duellist feat allows a character to spend their Reaction (Resource)|Rea...")
 
 
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This is a community guide for Armour Class.
This is a community guide for Armour Class.


== Ways to increase AC ==
== Ways to increase AC ==
* Certain clothing and armours grant bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
* Certain clothing and armours grant bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
* Three rings increase AC: the [[Ring of Protection]] increases AC unconditionally, while the [[Bracing Band]], and the [[Ring of Twilight]] increase AC conditionally.
* [[Fighter|Fighters]], [[Paladin|Paladins]], and [[Ranger|Rangers]] have access to the '''Defense [[Fighting Style]]''' feature, which grants +1 AC if they are wearing armour.
* [[Fighter|Fighters]], [[Paladin|Paladins]], and [[Ranger|Rangers]] have access to the '''Defense [[Fighting Style]]''' feature, which grants +1 AC if they are wearing armour.
* The [[Defensive Duellist]] feat allows a character to spend their [[Reaction (Resource)|Reaction]] to functionally add their [[Proficiency Bonus]] to their AC for a '''single''' incoming attack. The character must be wielding a [[Finesse]] weapon they are [[Proficiency|Proficient]] in. (This is actually implemented by imposing a penalty to the incoming attack roll.)
* The [[Defensive Duellist]] feat allows a character to spend their [[Reaction (Resource)|Reaction]] to functionally add their [[Proficiency Bonus]] to their AC for a '''single''' incoming attack. The character must be wielding a [[Finesse]] weapon they are [[Proficiency|Proficient]] in. (This is actually implemented by imposing a penalty to the incoming attack roll.)
* A few spells grants bonus AC: [[Barkskin]], [[Shield of Faith]], [[Shield|Shield(Spell),]] [[Mirror Image]], and [[Haste]]. But all of these either don't last long, require concentration, or are otherwise limited in its bonus.
* A few spells grants bonus AC: [[Shield of Faith]], [[Shield (spell)]], [[Mirror Image]], and [[Haste]]. But all of these either don't last long, require concentration, or are otherwise limited in its bonus.
* Spells that decreases AC are 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.
 
== Ways to decrease AC ==
* Spells that decrease AC are 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)|Acid]] surface, but can be swiftly negated when the victim leaves the surface.
* Equipping a piece of [[Armour]] (usually benign-sounding [[Headwear]], [[Handwear]], or [[Footwear]]) when relying on an unarmoured build

Latest revision as of 17:48, 12 November 2024

This is a community guide for Armour Class.

Ways to increase AC[edit | edit source]

Ways to decrease AC[edit | edit source]