Ad placeholder
Armour Class: Difference between revisions
Line 41: | Line 41: | ||
!Found in Act | !Found in Act | ||
|- | |- | ||
|{{LgRarityItem| | |{{LgRarityItem|Wondrous Gloves}} | ||
|{{Equipment slot| | |{{Equipment slot|Gloves}} | ||
| +1 | | +1 | ||
|[[ | |{{Passive|Troubadour's Wonder}} | ||
[[ | |1 | ||
| | |- | ||
|[[Bracers of Defence]] | |||
|{{Equipment slot|Gloves}} | |||
| +2 | |||
| | |||
; [[Become the Bulwark]] | |||
: You gain a +2 bonus to [[Armour Class]] as long as you are not wearing [[armour]] or holding a [[Shields|shield]]. | |||
|1 | |||
|- | |- | ||
| | |[[Bracing Band]] | ||
|{{Equipment slot| | |{{Equipment slot|Ring}} | ||
| +1 | | +1 | ||
| | | | ||
[[Armour Class]] | ; [[Personal Space]] | ||
| | : After shoving an enemy, the wearer gains a +1 to their [[Armour Class]] until their next turn. | ||
|1 | |||
|- | |- | ||
|{{LgRarityItem|Ring of Protection}} | |{{LgRarityItem|Ring of Protection}} | ||
Line 62: | Line 70: | ||
|1 | |1 | ||
|- | |- | ||
|{{LgRarityItem| | |{{LgRarityItem|Cloak of Protection}} | ||
|{{Equipment slot| | |{{Equipment slot|Cloak}} | ||
| +1 | | +1 | ||
| | |[[Armour Class]] +1 | ||
| | [[Saving throw]] +1 | ||
|2 | |||
|- | |- | ||
| [[Evasive Shoes]] | | [[Evasive Shoes]] | ||
Line 76: | Line 85: | ||
|2 | |2 | ||
|- | |- | ||
| | |{{LgRarityItem|Defender Flail}} | ||
| | |{{Equipment slot|Main Hand Melee}} | ||
| + | | +1 | ||
| | |{{Passive|Steel Physiology}} | ||
[[Armour Class]] +1 | |||
|2 | |||
| | |||
|- | |- | ||
|[[ | |[[Ring of Twilight]] | ||
| | |{{Equipment slot|Ring}} | ||
| | | +1 | ||
| | | | ||
; [[Treader by Twilight]] | |||
: You gain a +1 bonus to [[Armour Class]] while [[obscured]]. | |||
; [[ | |||
: You | |||
|2 | |2 | ||
|- | |- | ||
|[[ | |[[Sharpened Snare Cuirass]] | ||
|[[Armour]] | |[[Armour]] | ||
|Full Dexterity [[Ability Modifier|Modifier]] | |14 + Full Dexterity [[Ability Modifier|Modifier]] | ||
| | | | ||
; [[Exotic Material]] | ; [[Exotic Material]] | ||
: Add your full Dexterity [[Ability Modifier|Modifier]] to your [[Armour Class]]. Additionally, this armour does not impose [[Disadvantage]] on Stealth [[Ability Check|Ability Checks]]. | : Add your full Dexterity [[Ability Modifier|Modifier]] to your [[Armour Class]]. Additionally, this armour does not impose [[Disadvantage]] on Stealth [[Ability Check|Ability Checks]]. | ||
| | ; [[Sharpened Snare]] | ||
: Creatures have [[Disadvantage]] on [[Saving throw|Saving throws]] when resisting your attacks and spells that inflict [[Restrained (Condition)|Restrained]]. | |||
|2 | |||
|- | |- | ||
|[[Yuan-Ti Scale Mail]] | |[[Yuan-Ti Scale Mail]] | ||
|[[Armour]] | |[[Armour]] | ||
|Full Dexterity [[Ability Modifier|Modifier]] | |15 + Full Dexterity [[Ability Modifier|Modifier]] | ||
| | | | ||
; [[Exotic Material]] | ; [[Exotic Material]] | ||
Line 115: | Line 119: | ||
: Gain a +1 bonus to [[Initiative|Initiative Rolls]]. | : Gain a +1 bonus to [[Initiative|Initiative Rolls]]. | ||
|2 | |2 | ||
|- | |||
|[[Bonespike Boots]] | |||
|[[Footwear]] | |||
| +1 | |||
| | |||
; [[Brutal Leap]] | |||
: Leap at a target and possibly knock it [[Prone (Condition)|Prone]]. ( Recharge: per turn.) | |||
; [[Evasive Instinct]] | |||
: You have a +1 bonus to [[Armour Class]] and [[Saving throw|Saving throws]] as long as you are not wearing [[armour]] or holding a [[Shields|shield]]. | |||
; [[Refined Vaulting]] | |||
: [[Jump]] distance is increased by 1.5 m / 5 ft. | |||
|3 | |||
|- | |- | ||
|[[Helm of Balduran]] | |[[Helm of Balduran]] | ||
Line 128: | Line 145: | ||
; [[Stun Immunity]] | ; [[Stun Immunity]] | ||
: You can't be [[Stunned (Condition)|Stunned]]. | : You can't be [[Stunned (Condition)|Stunned]]. | ||
|3 | |||
|- | |||
|[[Unwanted Masterwork Scalemail|Unwanted Masterwork Scalemai]] | |||
|[[Armour]] | |||
|16 + Full Dexterity [[Ability Modifier|Modifier]] | |||
| | |||
* [[Resistance]] to [[Fire]] damage. | |||
; [[Exotic Material]] | |||
: Add your full Dexterity [[Ability Modifier|Modifier]] to your [[Armour Class]]. Additionally, this armour does not impose [[Disadvantage]] on Stealth [[Ability Check|Ability Checks]]. | |||
|3 | |||
|- | |||
| [[Armour of Agility]] | |||
|[[Armour]] | |||
|17 + Full Dexterity [[Ability Modifier|Modifier]] | |||
| | |||
* [[Saving throw|Saving throws]] +2. | |||
; [[Exotic Material]] | |||
: Add your full Dexterity [[Ability Modifier|Modifier]] to your [[Armour Class]]. Additionally, this armour does not impose [[Disadvantage]] on Stealth [[Ability Check|Ability Checks]]. | |||
|3 | |3 | ||
|} | |} |
Revision as of 18:45, 28 November 2024
This article has a community guide. |
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
Medium armour caps the Dexterity Modifier to +2.[1][2] Heavy armour ignores the modifier entirely.
Shields will grant the listed AC bonus to whoever equips them, regardless of which weapon slot they are currently using.
Other formulas
Unarmoured creatures may use one of the following different formulas if they have certain features. Creatures always use whichever formula would result in a higher AC among those they have access to.[3]
or :
- 13 + Dexterity modifier + shield bonus + other bonuses and penalties
:
- 10 + Constitution modifier + Dexterity modifier + shield bonus + other bonuses and penalties
:
- 10 + Wisdom modifier + Dexterity modifier + other bonuses and penalties
Mathematics
Armour Class becomes more useful the greater it is; for instance, the difference in effectiveness between 20 and 19 AC is greater than the difference in effectiveness between 16 and 15.
To illustrate this, if a defender has 15 AC and 10 HP, and the attacker has +4 (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 11.1 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 100% increase in effectiveness (50 vs 100 rounds).
Items increasing Amour Class
Equipment | Slot | AC Increase | Effect | Found in Act |
---|---|---|---|---|
Wondrous Gloves | +1 |
|
1 | |
Bracers of Defence | +2 |
|
1 | |
Bracing Band | +1 |
|
1 | |
Ring of Protection | +1 | Armour Class +1
Saving throw +1 |
1 | |
Cloak of Protection | +1 | Armour Class +1
Saving throw +1 |
2 | |
Evasive Shoes | Footwear | +1 |
|
2 |
Defender Flail | +1 |
Armour Class +1 |
2 | |
Ring of Twilight | +1 |
|
2 | |
Sharpened Snare Cuirass | Armour | 14 + Full Dexterity Modifier |
|
2 |
Yuan-Ti Scale Mail | Armour | 15 + Full Dexterity Modifier |
|
2 |
Bonespike Boots | Footwear | +1 |
|
3 |
Helm of Balduran | Headwear | +1 |
|
3 |
Unwanted Masterwork Scalemai | Armour | 16 + Full Dexterity Modifier |
|
3 |
Armour of Agility | Armour | 17 + Full Dexterity Modifier |
|
3 |
Notes
- ↑ The Medium Armour Master feat increases the cap from +2 to +3.
- ↑ Four rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC, namely Yuan-Ti Scale Mail, Unwanted Masterwork Scalemail, Sharpened Snare Cuirass, and Armour of Agility.
- ↑ Alternative formulas are only used if no items are worn in the chest, hands, helm or boots slots which are labelled as armour. The Monk version also stops working if a shield is carried.