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 important 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 which you could grasp with ease.
To find out your AC, it is advisable take into account 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 supplies an AC bonus of +1, whereas plate armor supplies an AC bonus of +8. In case you are wielding a defend, you achieve an additional +2 AC bonus.
Moreover, you might apply Dexterity modifiers to your AC in the event you meet sure situations. In case you are carrying gentle or medium armor and have a optimistic Dexterity modifier, you’ll be able to add the modifier to your AC. Nevertheless, in case you are carrying 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 mean you can optimize your AC and enhance 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 numerous components such because the character’s armor, dexterity, and different defensive skills.
Elements of AC
AC is calculated by combining the next parts:
| 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 offered by the character’s worn armor. Various kinds of armor provide 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 may also help them dodge or deflect assaults. |
| Different Modifiers | Numerous different skills, spells, or gadgets that may grant extra bonuses or penalties to AC. |
These parts are added collectively to find out the character’s AC. For instance, a personality carrying 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’ll be able to see, the upper your Dexterity modifier, the upper your AC bonus shall 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.
Nevertheless, it is necessary to notice that Dexterity solely contributes to AC if you end up carrying gentle or medium armor. In case you are carrying 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 in opposition to assaults. It’s calculated by including the character’s Dexterity modifier and any bonuses from armor or different tools.
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 supplies the bottom AC bonus. It’s usually worn by characters who prioritize mobility and agility over safety.
Medium armor supplies a average AC bonus and presents a stability between safety and mobility. It’s typically worn by characters who want to have the ability to transfer shortly whereas nonetheless having some stage of protection.
Heavy armor supplies the very best AC bonus but in addition restricts a personality’s motion. It’s usually worn by characters who prioritize protection over different attributes.
The AC bonus offered by armor is set by its sort and materials. The next desk lists the AC bonuses for various kinds of armor:
| Armor Sort | AC Bonus |
|---|---|
| Gentle armor | +2 |
| Medium armor | +3 |
| Heavy armor | +4 |
Shields
Shields will 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 in opposition to melee assaults, as they can be utilized to intercept the incoming blow.
The AC bonus offered by a defend is cumulative with the AC bonus offered by armor. For instance, a personality carrying medium armor and utilizing a defend would have an AC of 17 (15 from the armor + 2 from the defend).
The Influence of Pure Armor and Unarmored Protection
For creatures like barbarians and monks, a excessive Armor Class (AC) will be achieved with out carrying heavy armor. Pure AC is bestowed upon creatures by their distinctive bodily attributes, equivalent to robust pores and skin or scales. Calculated as 10 + their Dexterity modifier, this AC worth will be enhanced by the Unarmored Protection function present in numerous courses.
Unarmored Protection grants particular courses the flexibility to calculate their AC based mostly on their Knowledge or Dexterity modifier (whichever is greater), along with their 10 base AC. For instance, barbarians achieve this capability at 1st stage, 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 provide an extra layer of safety, however their AC bonus can fluctuate 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 enhance 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 supplies numerous bonuses and results that improve the wearer’s protection and capabilities. Here is an in depth description of the results of various kinds of magic armor:
Armor of Resistance
Armor of this sort grants a bonus to saving throws in opposition to a particular harm sort, equivalent to acid, hearth, 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 carrying one of these armor casts the etherealness spell, they will select the armor to journey with them into the Ethereal Aircraft. This enables them to disregard any nonmagical restrictions that may forestall the armor from being transported.
Armor of Invulnerability
Armor of invulnerability grants resistance to all harm sorts besides psychic harm. This makes the wearer extremely sturdy in opposition to bodily and magical assaults.
Armor of Pace
Armor of pace enhances the wearer’s motion pace by 10 ft. This enables them to maneuver extra shortly in fight and keep away from being outmaneuvered by enemies.
Armor of Resistance to Particular Harm Sorts
Sure forms of magic armor present resistance to particular harm sorts, equivalent to hearth resistance or chilly resistance. These armors are extremely efficient in opposition to enemies that deal primarily that sort of harm, lowering the quantity of hurt taken.
| Armor Sort | Impact |
|---|---|
| Armor of Resistance | +2 bonus to saving throws in opposition to a particular harm sort (unusual), +3 (uncommon), +4 (legendary) |
| Armor of Etherealness | Could be transported into the Ethereal Aircraft when the wearer casts etherealness |
| Armor of Invulnerability | Resistance to all harm sorts besides psychic harm |
| Armor of Pace | Will increase motion pace by 10 ft |
| Armor of Resistance to Particular Harm Sorts | Resistance to a particular harm sort (e.g., hearth 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. You will need to notice that this bonus solely applies to unarmored AC calculations. If a monk is carrying armor, they’ll 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 carrying gentle armor) or Power modifier (if carrying 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 had been to put on gentle armor, their AC would enhance to 16 (10 + 3). Nevertheless, in the event that they had been to put on medium or heavy armor, their AC would solely be 14 (10 + 4), as their Dexterity modifier would not apply.
Non permanent AC Modifiers
Armor Class (AC) will also be affected by momentary modifiers that apply to your character solely at some point of the spell, function, or impact that grants them. These modifiers will be optimistic or detrimental, they usually stack with another AC bonuses or penalties you may have.
Focus Spells
Some spells, equivalent to defend and mage armor, grant a bonus to AC whereas they’re focused on. The AC bonus lasts at some point of 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 may well fluctuate relying on the merchandise.
Options and Skills
Some character options and talents may also grant a bonus or penalty to AC. For instance, the Barbarian’s Unarmored Protection function grants a bonus to AC equal to their Structure modifier, and the Monk’s Deflect Missiles capability grants a bonus to AC in opposition to 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 Totally 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, usually +2 or +3. This bonus is added to the character’s AC every 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 forms of harm, benefit on AC checks, and even the flexibility to forged 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 in opposition to assaults that originate from that course. When a personality is sneaking, they achieve a +5 bonus to AC in opposition to assaults that originate from behind them.
Different Components
There are just a few different components that may have an effect on AC, such because the character’s dimension or race. For instance, dwarves have a racial bonus to AC in opposition to assaults made with axes.
Situations and Spells
Sure situations 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 situations and spells fluctuate, so it is very important seek the advice of the particular guidelines for every one.
Unarmored Protection
Characters with no armor can use their Dexterity modifier to calculate their AC. This can be a nice possibility for characters who wish 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 dimension and sort.
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 supplies 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 a wide range of bonuses to AC, together with resistance to sure forms of harm.
Instance:
Plate armor +1 supplies a bonus of +1 to AC and resistance to non-magical bludgeoning, piercing, and slashing harm.
Different Methods to Enhance AC
There are a selection of different methods to enhance your AC, together with:
Optimizing AC for Totally different Characters
One of the best ways to optimize your AC depends upon your character’s class, race, and playstyle. Listed here are just a few suggestions for optimizing AC for various characters:
| Character Class | AC Optimization Suggestions |
|---|---|
| Barbarian | Put on heavy armor and use a defend |
| Bard | Use medium armor and concentrate on Dexterity |
| Cleric | Put on heavy armor when you 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 offered by the armor a personality is carrying.
- Dexterity Modifier: That is the modifier to a personality’s Dexterity capability rating, which will be optimistic or detrimental.
- Protect Bonus: This can be a bonus to AC offered by a defend.
Frequent Errors in AC Calculation
1. Miscounting Armor Proficiency
Some armor sorts require proficiency to put on. If a personality shouldn’t be proficient within the armor they’re carrying, 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 supplies a +2 bonus, and three-quarters cowl supplies a +5 bonus.
4. Misapplying Protect AC
A defend solely supplies 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 Improper 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 spite of everything different modifiers.
8. Forgetting Circumstance Bonuses
Circumstance bonuses, such because the bonus from the Bless spell, are utilized as momentary bonuses to AC.
9. Misinterpreting Dodge Motion
The Dodge motion supplies a bonus to AC, nevertheless it solely applies to assaults that may be seen.
10. Mixing Up AC and Saving Throws
AC is used to defend in opposition to assaults, whereas saving throws are used to defend in opposition to spells and different skills. You will need to do not forget 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 usually listed on the armor’s stat block. The most typical sort of armor is gentle armor, which supplies a bonus of +2 to AC. Medium armor supplies a bonus of +3 to AC, and heavy armor supplies a bonus of +4 to AC.
Protect bonuses are usually listed on the defend’s stat block. The most typical sort of defend is a picket defend, which supplies a bonus of +2 to AC. A metal defend supplies a bonus of +3 to AC, and a tower defend supplies a bonus of +4 to AC.
Different bonuses or penalties to AC can come from a wide range 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, carrying leather-based armor (+2) and a picket defend (+2), would have an AC of 14.
Folks 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 various kinds of armor in 5e?
The various kinds of armor in 5e are gentle armor, medium armor, and heavy armor.
What are the various kinds of shields in 5e?
The various kinds of shields in 5e are picket 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.