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...") |
(Removed Barkskin since it sets AC to a flat value, not grants a bonus to AC.) |
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This is a community guide for Armour Class. | This is a community guide for Armour Class. | ||
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* [[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: | * A few spells grants bonus AC: [[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. | * 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. |
Revision as of 12:43, 1 February 2024
This is a community guide, and is open to edit by anyone. See Armour Class for the main article. See the style manual for guidelines. |
This article is a stub and in need of expansion. See the editing manual for how to contribute or the style manual for guidelines. |
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 to functionally add their Proficiency Bonus to their AC for a single incoming attack. The character must be wielding a Finesse weapon they are Proficient in. (This is actually implemented by imposing a penalty to the incoming attack roll.)
- 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.