95

+2 AC is much more than an 8% improvement, in one case it is as high as 200%. Erik's and Quadratic Wizard's answers do a fine job of comparing the proposed item to existing magical items in the DMG. The trouble is, if I only believe it is an 8% improvement in AC, I'm going to conclude that the DMG is wrong about how strong +2 AC is. So it seems good and ...


70

Under unusual circumstances, it is possible to get an AC of 49 Highest permanent AC: 31 Highest combat-ready AC: 35 Highest the-stars-aligned AC: 49 Permanent AC with Magic Armor, no other Magic Items: 27 There are actually several ways to achieve this. Barbarian 20 22: Unarmored Defense = 10 + 5 (20 DEX) + 7 (24 CON) +5: +3 Shield NOTE: Barbarian 20 ...


69

Nerfs dex classes, buffs everyone else Well, let's start with the obvious. A rogue will usually try to hit 20 dex, so this change will give them -5 AC. Due to bounded accuracy that's a huge nerf. While many players do prioritise constitution as a secondary stat, it is unlikely they will bring it up to 20 too--and if they do they are making quite a sacrifice....


61

Hit your fighter in the NADs1 AC isn't the only way to cause damage to a fighter. Utilize creatures that force saving throws. High AC won't save you from a fireball Give them hard choices. AC won't save you when you have to choose between helping the rogue or the wizard…and you only have time to help one Talk to your players. Let them know the high AC is ...


60

I couldn't quite follow your logic, but this is how barkskin works. If your AC is less than 16, it is now 16. If your AC is greater than 16 it is not changed. If your AC was less than 16 before you cast barkskin, so it is currently 16, and then something changes to improve your AC further, then you calculate your AC with the new item ignoring barkskin. If ...


60

Refusing to allow overpowered custom items from another campaign is an AD&D tradition. Even in AD&D, the Dungeon Master's Guide recommended against allowing a player to bring powerful custom items or characters from another campaign. The AD&D 2nd edition revised DMG, p.14, on "Super Characters", even cites the specific example of a ...


54

You must use one formula for calculating your AC If your character happens to have multiple given formulas for calculating their armour class, due to their combination of racial traits, class features or equipment, you don't get to mash them all together. At any given time, you pick one basic formula and use that (ideally, choose whichever one gives you ...


53

Right now, they're the same. But at some point, you're probably going to want to raise your Dexterity up to 20, and at that point, the studded leather will be worth 17 AC (12 + 5), whereas the breastplate will still be worth 16 (14 + 2). More generally, as you say, there's no reason for a piece of medium armor and Light armor to be statistically identical. ...


52

There are two differences off the top of my head that may be relevant: Donning medium armor takes 5 minutes; light armor is just 1 minute. \$\begin{array}{|l|c|c|} \hline \textbf{Category} & \textbf{Don} & \textbf{Doff} \\ \hline \text{Light Armor} & 1\,\text{minute} & 1\,\text{minute} \\ \text{Medium Armor} & 5\,\text{minutes} & ...


47

Sort of, but no. Unarmored Defense does not provide a bonus to AC. It provides an alternate means of calculating it. So, your druid has two AC calculations available to him: AC provided by beast form. 10 + Dexterity Modifier + Wisdom Modifier You don't get to add the two together, because they both set AC to an absolute value. A brown bear has an AC of 11....


44

In this case, the Cloak is better To explain this, let's first look at some stats. When no bonuses are involved, the Chances of rolling a 20 normally is 5% (1/20), while the chance for rolling 18 or higher normally is 15%. So, from the start, it seems as if having a 20 AC is a better thing. But not so fast. According to this source, who used a Monte Carlo ...


44

In D&D 5E, a player cannot roll to actively dodge an attack. This happens in such systems as Warhammer Fantasy, Dark Heresy and potentially a lot of other RPG systems. But not D&D 5E. In D&D 5E the dodge action can only be taken on your own turn as per page 192 of the Player's Handbook described under the (aptly named) Dodge action: When you ...


41

Does Armor Stack? In general, there are two notations for AC: The most common variety sets your AC to a fixed value, and looks something like this: AC = 11 + Dex Modifier (Padded armor) Your AC equals 10 + your Dexterity modifier + your Wisdom modifier (Monk Unarmored Defense class feature) Alternately, some items increase your existing AC, and look more ...


40

It's d20 + attack bonus vs. AC, not just d20 vs. AC. For example, the basic ogre in the Monster Manual makes attacks at +8. So that ogre can hit AC 20 on a 12 or higher. Rolling a "natural 20" (i.e. the die itself comes up 20) is a hit regardless of AC, so opponents have at least a 5% chance of inflicting some damage on you. (Damage tends to scale with ...


40

From the PHB p 14: Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. Keep in mind that this is simply the default way to calculate AC. Armor and draconian ancestry do not add to this AC, they change the way your whole AC is calculated as is explained on the same page in the PHB and detailed, for example in this ...


38

So first, at least one suit of armor available in the official materials has a helmet included: The plate armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the ...


37

Your "base AC" is your AC before any modifiers. However, it is not a defined game term at this time as it has little or no use outside of the Mage armor spell. Such modifiers may include: Class based bonuses like from a Fighting style Magic bonuses from items Temporary bonuses from spells. Other things not included in this list. So your "...


35

Ultimately, you can craft anything with the DMs permission, and nothing without it. Most games assume the printed armors are available and others are not, but you can always ask your DM to homebrew a 25-AC armor and let you craft it. I doubt he will; I wouldn’t. But he might, (probably) doesn’t hurt to ask. What does hurt is actually making it. The DC ...


35

Mearls explicitly mentioned the design decision to not include Touch AC nor Flat-footed AC in the game during the playtest period. They are intentionally absent as a simplification which streamlines play. Additionally, the thematic element of attacks is explained by Jeremy Crawford, on twitter (as mentioned by Doval): Stoppable by armor? That's an attack....


35

The lizard-monk's armour class would be: 10 + Dexterity mod + Wisdom mod or 13 + Dexterity mod, not 13 + Dexterity mod + Wisdom mod. Page 14 of the PHB says: Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use. Both ...


35

10% is the naive answer The +2 bonus to AC is 10% of the d20 roll, but it is more complicated than that: If the enemy can only hit you on a natural 20, adding a shield does not do anything If without a shield the enemy hits you 50% of the time, it becomes 40% with one. The difference is about 20%1. If the enemy only misses on 1, dropping the shield does ...


33

One AC value should be enough AC isn't about how hard it is to hit you. It is about how hard it is to damage you. See the PHB, page 14, "Armor Class": Your Armor Class (AC) represents how well your character avoids being wounded in battle. Your tank is supposed to be "really hard to do damage to", that means it has quite big AC. DMG ...


33

The closest weapon to this in 5e is Defender. But this is a Legendary weapon, so not suitable for a level 6 character. It is also worse than your player's sword, since it cannot give both a +2 to attack and a +2 to AC at the same time. You have a total of +3 to distribute between attack and AC. Giving a more powerful item than a Legendary weapon to someone ...


31

Potentially Highest Achievable Armor Class Character Class: Barbarian using Unarmored Defense & some magic items AC 30(33) appears to be a theoretical max for "walking around" AC1 AC 42(45) appears to be a theoretical max for a brief duration1 +1 Ring of Protection (1)(attuned)1 +1 Cloak of Protection(attuned)1 Dexterity = 222 Constitution = ...


31

No. Armor Class is not an ability check. The PHB does not describe armor class(AC) as an ability check. Armor class is its own in-game thing. Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. (PHB, p. 145) While the Dexterity ability adds or subtracts to AC in some cases via the Dexterity modifier, ...


31

No, sorry. You can wear leather armor (AC=11+DEX); if you do you cannot cast mage armor on yourself per its description. Or you can cast mage armor on yourself (AC=13+DEX) and not wear the leather. Naively, this is an unambiguously-superior choice. Two more AC points and, since the invocation gives you mage armor at will, there's no cost in spell slots. Note,...


31

From the description of the Mage Armor spell: You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Compared to Studded Leather +1. Regarding Mage ...


31

There is a precedent. Some creatures in the Monster Manual have body parts that, under certain circumstances, have a different AC from the creature itself. The Roper's Grasping Tendrils, for example. But does that apply here? Compare your theoretical kobold tank to a knight in plate armor. Is the knight harder to hit -- in the sense of 'make contact with' -...


31

Custom Lineage Wild Magic Sorcerer: 31 (36 with 3/4 cover) This answer now uses the custom linage option from Tasha's Cauldron of everything which beats the v. human option by giving us a feat and letting us bump our rolled 18 dex up to 20. Credits to Collin Guo for pointing out the applicability of this option. We cast mage armor on ourselves, setting our ...


31

Dragonborn don't get it by default Said specifically, it is not a feature granted by choosing Dragonborn as your race when building a character. If it was it would be listed in the race's description. The two special features Dragonborn get are Breath Weapon and Damage Resistance (and the Draconic Ancestry which determines the damage type for both). However, ...


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