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{{ up to date | 2023-08-18 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
'''Armour Class''' ('''AC''') is a measurement of how difficult a creature is to be hit by an attack. In order to successfully hit a creature, the results of an [[Attack roll|attack roll]] must have a number equal to or greater than the target's Armour Class. AC can be increased by equipping [[Armour|armour]] and [[Shields|shields]], by selecting certain [[Feats|feats]] when leveling up, or utilizing certain [[Spells|spells]].
'''{{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]].


The formula that determines AC is:
== Formulas ==
The default formula that determines AC is:
: {{InfoBlob|10 + [[Dexterity|Dexterity modifier]] + armour bonus + shield bonus + other bonuses and penalties}}
The Dexterity modifier bonus may be limited or ignored if the character wears medium or heavy armour (see [[Armour Class#Armour and shields|below]]).


<center>Armour Class = {{InfoBlob|Base Armour Class + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]] + Other Bonuses and Penalties}}</center>
Unarmoured creatures may use a different formula if they have certain features. Creatures always use whichever formula – that they have access to – would result in a higher AC.


*Base Armour Class is the number seen in shields in the descriptions of armour. When unarmoured, most creatures naturally have a Base AC of 10.
{{SAI|Mage Armour}} and {{SAI|Draconic Resilience}}:
**[[Mage Armour]] and [[Draconic Resilience]] both sets the base armour class to 13 if the creature isn't wearing any armour
: {{InfoBlob|13 + Dexterity modifier + shield bonus + other bonuses and penalties}}
*The AC bonus from Dexterity Modifier may be capped when wearing heavier types of [[Armour]].
** Light Armour doesn't cap the Dexterity AC. Clothing doesn't either, but they don't count as armour at all.
** Medium Armour typically caps the Dexterity Modifier to +
*** The [[Medium Armour Master]] feat increases the cap from +2 to +3
*** A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include [[Yuan-Ti Scale Mail]], [[Unwanted Masterwork Scalemail]], [[Sharpened Snare Cuirass]], and [[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 also are relatively rare, demands certain trade offs, or otherwise require the expenditure of [[Resource|Resources]].
{{SAI|Unarmoured Defence (Barbarian)}}:
** [[Shields]] will grant its listed AC bonus to whomever equips it. This means the user's off hand will be occupied, denying the bonus they would get for two-handing a versatile weapon, and wouldn't be able to equip a two-handed weapon or an off-hand weapon.
: {{InfoBlob|10 + Constitution modifier† + shield bonus + other bonuses and penalties}}
** Certain Clothing and Armours grant bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
 
** [[Barbarian|Barbarians]] and [[Monk|Monks]] have access to the [[Unarmoured Defence (Disambiguation)|Unarmoured Defence]] feature. Allowing them to add their Constitution Modifier and Wisdom Modifier to AC respectively, but only when unarmoured.
{{SAI|Unarmoured Defence (Monk)}}:
** [[Fighter|Fighters]], [[Paladin|Paladins]], and [[Ranger|Rangers]] have access to the '''Defense [[Fighting Style]]''' feature, which grants +1 AC if they are wearing armour.
: {{InfoBlob|10 + Wisdom modifier† + shield bonus + other bonuses and penalties}}
** 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.
=== Armour and shields ===
** 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.
The AC bonus from Dexterity modifier may be capped when wearing [[Armour#Medium armour|medium]] or [[Armour#Heavy armour|heavy]] armour.
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, typically, each point of AC makes a creature 5% harder to hit.{{NavGameplay}}
 
Medium armour typically caps the Dexterity Modifier to +2.{{note|The [[Medium Armour Master]] feat increases the cap from +2 to +3.}}{{note|A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include [[Yuan-Ti Scale Mail]], [[Unwanted Masterwork Scalemail]], [[Sharpened Snare Cuirass]], and [[Armour of Agility]].}} Heavy armour ignores any bonus (or penalty) from the wearer's Dexterity.
 
Shields will grant the listed AC bonus to whomever equips it.
 
== Math ==
Armour Class becomes exponentially more useful the greater it is – the difference in effectiveness between 20 and 19 AC is {{em|greater}} than the difference in effectiveness between 15 and 14.
 
To illustrate this, if a defender has 15 AC and 10 HP, and the attacker has +5 (50% chance to hit) to attack rolls, and deals 2 damage per attack, the defender would on average survive for 10 turns.
 
If the defender's AC was increased to 16 (45% chance to be hit), they would instead survive for an average of 11 rounds (an 11% increase in effectiveness).
 
Meanwhile, if the defender has 19 AC (30% chance to be hit), they would survive for an average of 16.66 rounds. If their AC was increased to 20 (25% chance to be hit), they would be able to survive for an average of 20 rounds (a 20% increase in effectiveness).
 
The difference between 25 and 24 is even greater, with a {{em|200%}} increase in effectiveness.
 
== Ways to increase AC ==
* Certain clothing and armours grant bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
* [[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.)
* 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.
* 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.
 
== Footnotes ==
{{notelist}}
{{NavGameplay}}


[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]

Revision as of 01:57, 30 November 2023

Armour Class (AC) is a measurement of how difficult a creature is to be hit by an attack. In order to successfully hit a creature, the results of an attack roll must have a number equal to or greater than the target's Armour Class. AC can be increased by equipping armour and shields, by selecting certain feats when leveling up, or utilizing certain spells.

Formulas

The default formula that determines AC is:

10 + Dexterity modifier + armour bonus + shield bonus + other bonuses and penalties

The Dexterity modifier bonus may be limited or ignored if the character wears medium or heavy armour (see below).

Unarmoured creatures may use a different formula if they have certain features. Creatures always use whichever formula – that they have access to – would result in a higher AC.

Mage Armour Mage Armour and Draconic Resilience Draconic Resilience:

13 + Dexterity modifier + shield bonus + other bonuses and penalties

Unarmoured Defence (Barbarian) Unarmoured Defence (Barbarian):

10 + Constitution modifier† + shield bonus + other bonuses and penalties

Unarmoured Defence (Monk) Unarmoured Defence (Monk):

10 + Wisdom modifier† + shield bonus + other bonuses and penalties

Armour and shields

The AC bonus from Dexterity modifier may be capped when wearing medium or heavy armour.

Medium armour typically caps the Dexterity Modifier to +2.[note 1][note 2] Heavy armour ignores any bonus (or penalty) from the wearer's Dexterity.

Shields will grant the listed AC bonus to whomever equips it.

Math

Armour Class becomes exponentially more useful the greater it is – the difference in effectiveness between 20 and 19 AC is greater than the difference in effectiveness between 15 and 14.

To illustrate this, if a defender has 15 AC and 10 HP, and the attacker has +5 (50% chance to hit) to attack rolls, and deals 2 damage per attack, the defender would on average survive for 10 turns.

If the defender's AC was increased to 16 (45% chance to be hit), they would instead survive for an average of 11 rounds (an 11% increase in effectiveness).

Meanwhile, if the defender has 19 AC (30% chance to be hit), they would survive for an average of 16.66 rounds. If their AC was increased to 20 (25% chance to be hit), they would be able to survive for an average of 20 rounds (a 20% increase in effectiveness).

The difference between 25 and 24 is even greater, with a 200% increase in effectiveness.

Ways to increase AC

Footnotes

  1. The Medium Armour Master feat increases the cap from +2 to +3.
  2. A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include Yuan-Ti Scale Mail, Unwanted Masterwork Scalemail, Sharpened Snare Cuirass, and Armour of Agility.