1. How to Calculate Armor Class 5e

Armor Class 5e

Armor Class (AC) is a crucial statistic in Dungeons & Dragons 5th Edition (5e), representing your character’s ability to avoid being hit by attacks. Calculating AC accurately is essential for survival, allowing you to gauge your defensive capabilities and plan your combat strategies effectively. Unlike previous editions of D&D, 5e simplifies AC calculation, making it a straightforward process that you can master with ease.

To determine your AC, you need to consider several factors. The base AC for most characters is 10, while certain races or class features can provide additional bonuses. Additionally, you add the AC bonus granted by your worn armor. Each armor type has a specific AC bonus, which is detailed in the Player’s Handbook. For example, leather armor provides an AC bonus of +1, while plate armor provides an AC bonus of +8. If you are wielding a shield, you gain a further +2 AC bonus.

Furthermore, you may apply Dexterity modifiers to your AC if you meet certain conditions. If you are wearing light or medium armor and have a positive Dexterity modifier, you can add the modifier to your AC. However, if you are wearing heavy armor, you do not receive this bonus. Other factors that can affect your AC include spells, magic items, and combat maneuvers. Comprehending these modifiers and how they interact will allow you to optimize your AC and increase your chances of survival in combat.

Understanding Armor Class (AC)

Armor Class (AC) is a crucial statistic in Dungeons & Dragons 5th Edition that represents a character’s ability to evade or deflect attacks. It measures how difficult it is for an attacker to hit a character in combat, taking into account various factors such as the character’s armor, dexterity, and other defensive abilities.

Components of AC

AC is calculated by combining the following components:

Component Description
Base AC Determined by the character’s class and race. For most player characters, the base AC is 10.
Armor The AC bonus provided by the character’s worn armor. Different types of armor offer varying levels of protection.
Dexterity Modifier A bonus based on the character’s Dexterity ability score. Dexterity represents the character’s agility and reflexes, which can help them dodge or deflect attacks.
Other Modifiers Various other abilities, spells, or items that can grant additional bonuses or penalties to AC.

These components are added together to determine the character’s AC. For example, a character wearing leather armor (+1 AC), with a Dexterity of 14 (+2 modifier), and a +1 AC bonus from a magical shield would have an AC of 14 (10 base + 1 armor + 2 Dex + 1 shield).

The Role of Dexterity in AC

Dexterity plays a crucial role in determining your character’s Armor Class (AC). It represents your character’s agility, reflexes, and balance, all of which contribute to their ability to avoid or deflect attacks.

The following table summarizes the effects 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 can see, the higher your Dexterity modifier, the higher your AC bonus will be. This means that characters with high Dexterity are more difficult to hit in combat because they are better at dodging and parrying attacks.

However, it’s important to note that Dexterity only contributes to AC when you are wearing light or medium armor. If you are wearing heavy armor, your AC is determined by the armor itself, and Dexterity has no effect.

Calculating AC with Armor and Shields

Armor Class (AC) is a measure of a character’s ability to defend against attacks. It is calculated by adding the character’s Dexterity modifier and any bonuses from armor or other equipment.

Armor

The type of armor a character wears can significantly affect their AC. Armor is classified into three categories: light, medium, and heavy.

Light armor has the lightest weight and provides the lowest AC bonus. It is typically worn by characters who prioritize mobility and agility over protection.

Medium armor provides a moderate AC bonus and offers a balance between protection and mobility. It is often worn by characters who need to be able to move quickly while still having some level of defense.

Heavy armor provides the highest AC bonus but also restricts a character’s movement. It is typically worn by characters who prioritize defense over other attributes.

The AC bonus provided by armor is determined by its type and material. The following table lists the AC bonuses for different types of armor:

Armor Type AC Bonus
Light armor +2
Medium armor +3
Heavy armor +4

Shields

Shields can also be used to increase a character’s AC. When a character uses a shield, they gain a +2 bonus to AC.

Shields are held in one hand and can be used to block or deflect attacks. They are particularly effective against melee attacks, as they can be used to intercept the incoming blow.

The AC bonus provided by a shield is cumulative with the AC bonus provided by armor. For example, a character wearing medium armor and using a shield would have an AC of 17 (15 from the armor + 2 from the shield).

The Impact of Natural Armor and Unarmored Defense

For creatures like barbarians and monks, a high Armor Class (AC) can be achieved without wearing heavy armor. Natural AC is bestowed upon creatures by their unique physical attributes, such as tough skin or scales. Calculated as 10 + their Dexterity modifier, this AC value can be enhanced by the Unarmored Defense feature found in various classes.

Unarmored Defense grants specific classes the ability to calculate their AC based on their Wisdom or Dexterity modifier (whichever is higher), in addition to their 10 base AC. For example, barbarians gain this ability at 1st level, allowing them to utilize their high Dexterity or Wisdom modifiers to boost their AC without the need for cumbersome armor.

Adding Shields to Natural Armor and Unarmored Defense

Shields offer an additional layer of protection, but their AC bonus can vary depending on the type of shield used. While leather shields provide an AC bonus of +1, bucklers grant a +2 bonus. By combining natural armor or unarmored defense with a shield, one can significantly increase their overall AC without the need for heavy armor.

Shield Type AC Bonus
Leather Shield +1
Buckler +2

The Effects of Magic Armor

Enchanted armor provides various bonuses and effects that enhance the wearer’s defense and capabilities. Here’s a detailed description of the effects of different types of magic armor:

Armor of Resistance

Armor of this type grants a bonus to saving throws against a specific damage type, such as acid, fire, or poison. The bonus varies based on the armor’s rarity, with uncommon armor providing a +2 bonus, rare armor providing a +3 bonus, and legendary armor providing a +4 bonus.

Armor of Etherealness

When a character wearing this type of armor casts the etherealness spell, they can choose the armor to travel with them into the Ethereal Plane. This allows them to ignore any nonmagical restrictions that would prevent the armor from being transported.

Armor of Invulnerability

Armor of invulnerability grants resistance to all damage types except psychic damage. This makes the wearer incredibly durable against physical and magical attacks.

Armor of Speed

Armor of speed enhances the wearer’s movement speed by 10 feet. This allows them to move more quickly in combat and avoid being outmaneuvered by enemies.

Armor of Resistance to Specific Damage Types

Certain types of magic armor provide resistance to specific damage types, such as fire resistance or cold resistance. These armors are highly effective against enemies that deal primarily that type of damage, reducing the amount of harm taken.

Armor Type Effect
Armor of Resistance +2 bonus to saving throws against a specific damage type (uncommon), +3 (rare), +4 (legendary)
Armor of Etherealness Can be transported into the Ethereal Plane when the wearer casts etherealness
Armor of Invulnerability Resistance to all damage types except psychic damage
Armor of Speed Increases movement speed by 10 feet
Armor of Resistance to Specific Damage Types Resistance to a specific damage type (e.g., fire resistance, cold resistance)

Special Considerations for Monks

Monks gain a special bonus to their Armor Class based on their Dexterity and Wisdom modifiers. This bonus is added to their AC calculation as follows:

AC = 10 + Dexterity modifier + Wisdom modifier

This bonus represents the monk’s ability to dodge and deflect attacks due to their training in martial arts. It is important to note that this bonus only applies to unarmored AC calculations. If a monk is wearing armor, they will lose the bonus to their AC from their Dexterity and Wisdom modifiers.

The following table summarizes the AC calculations for monks:

Unarmored AC Armored AC
10 + Dexterity modifier + Wisdom modifier 10 + Dexterity modifier (if wearing light armor) or Strength modifier (if wearing medium or heavy armor)

As an example, a monk with a Dexterity modifier of +3 and a Wisdom modifier of +2 would have an unarmored AC of 15 (10 + 3 + 2). If the monk were to wear light armor, their AC would increase to 16 (10 + 3). However, if they were to wear medium or heavy armor, their AC would only be 14 (10 + 4), as their Dexterity modifier would no longer apply.

Temporary AC Modifiers

Armor Class (AC) can also be affected by temporary modifiers that apply to your character only for the duration of the spell, feature, or effect that grants them. These modifiers can be positive or negative, and they stack with any other AC bonuses or penalties you have.

Concentration Spells

Some spells, such as shield and mage armor, grant a bonus to AC while they are concentrated on. The AC bonus lasts for the duration of the concentration spell, or until the spell is broken.

Magical Items

Certain magical items can provide a bonus or penalty to AC, such as bracers of defense or amulet of natural armor. The AC bonus or penalty from a magical item is typically constant, but it can vary depending on the item.

Features and Abilities

Some character features and abilities can also grant a bonus or penalty to AC. For example, the Barbarian’s Unarmored Defense feature grants a bonus to AC equal to their Constitution modifier, and the Monk’s Deflect Missiles ability grants a bonus to AC against ranged attacks.

Modifier Source
+1 AC Shield spell
+3 AC Mage armor spell
+1 AC Bracers of defense
+2 AC Barbarian’s Unarmored Defense
+2 AC Monk’s Deflect Missiles ability

Calculating AC in Different Situations

Base AC

Base AC is calculated using the armor’s base AC plus any Dexterity modifier. For example, leather armor has a base AC of 11, and a character with a Dexterity modifier of +2 would have an AC of 13.

Unarmored Defense

Characters without armor can use their Dexterity and Constitution modifiers to calculate AC. The base AC for unarmored defense is 10, plus the character’s Dexterity modifier, plus half of their Constitution modifier. For example, a character with a Dexterity modifier of +2 and a Constitution modifier of +3 would have an AC of 12.

Natural Armor

Some creatures have natural armor, which grants a bonus to AC. This bonus is added to the base AC of the creature’s armor or unarmored defense.

Shields

Shields provide a bonus to AC, typically +2 or +3. This bonus is added to the character’s AC whenever they are using a shield.

Magical Armor and Shields

Magical armor and shields can have special abilities or enchantments that further enhance AC. These abilities can include resistance to certain types of damage, advantage on AC checks, or even the ability to cast spells.

Cover and Stealth

Cover and stealth can provide situational bonuses to AC. When a character is in cover, they gain a +2 bonus to AC against attacks that originate from that direction. When a character is sneaking, they gain a +5 bonus to AC against attacks that originate from behind them.

Other Factors

There are a few other factors that can affect AC, such as the character’s size or race. For example, dwarves have a racial bonus to AC against attacks made with axes.

Conditions and Spells

Certain conditions and spells can temporarily alter a character’s AC. For example, the frightened condition gives a character disadvantage on AC checks, while the bless spell gives a character a bonus to AC. The exact effects of these conditions and spells vary, so it is important to consult the specific rules for each one.

Unarmored Defense

Characters with no armor can use their Dexterity modifier to calculate their AC. This is a great option for characters who want to be nimble and agile, such as rogues and monks.

Example:

A rogue with a Dexterity score of 16 has an unarmored AC of 13 (10 + 3).

Natural Armor

Some creatures have natural armor, which gives them a bonus to AC. This bonus is typically based on the creature’s size and type.

Example:

A giant spider has a natural armor bonus of 1, so its AC is 12 (10 + 1).

Shields

Shields provide a flat bonus to AC. The bonus varies depending on the type of shield.

Example:

A medium shield provides a bonus of +2 to AC, so a character with a medium shield and a Dexterity modifier of 16 has an AC of 15 (10 + 2 + 3).

Magical Armor

Magical armor can provide a variety of bonuses to AC, including resistance to certain types of damage.

Example:

Plate armor +1 provides a bonus of +1 to AC and resistance to non-magical bludgeoning, piercing, and slashing damage.

Other Ways to Improve AC

There are a number of other ways to improve your AC, including:

Optimizing AC for Different Characters

The best way to optimize your AC depends on your character’s class, race, and playstyle. Here are a few tips for optimizing AC for different characters:

Character Class AC Optimization Tips
Barbarian Wear heavy armor and use a shield
Bard Use medium armor and focus on Dexterity
Cleric Wear heavy armor if you have proficiency, otherwise wear medium armor
Druid Use natural armor and focus on Dexterity
Fighter Wear heavy armor and use a shield
Monk Use unarmored defense and focus on Dexterity
Paladin Wear heavy armor and use a shield
Ranger Wear medium armor and focus on Dexterity
Rogue Use unarmored defense and focus on Dexterity
Sorcerer Use mage armor and focus on Dexterity
Warlock Use mage armor and focus on Dexterity
Wizard Use mage armor and focus on Dexterity

Basic Armor Class Calculation

Armor Class (AC) represents a character’s ability to avoid being hit by attacks. It is calculated as follows:

AC = 10 + Base Armor Class + Dexterity Modifier + Shield Bonus
  • Base Armor Class: This is the base AC provided by the armor a character is wearing.
  • Dexterity Modifier: This is the modifier to a character’s Dexterity ability score, which can be positive or negative.
  • Shield Bonus: This is a bonus to AC provided by a shield.

Common Mistakes in AC Calculation

1. Miscounting Armor Proficiency

Some armor types require proficiency to wear. If a character is not proficient in the armor they are wearing, they receive a penalty to their AC.

2. Overlooking Natural Armor

Some races, such as Dragonborn and Tortles, have natural armor that provides a bonus to their AC. This bonus is applied before any other modifiers.

3. Ignoring Cover Modifiers

Cover can provide a bonus to AC. Half cover provides a +2 bonus, and three-quarters cover provides a +5 bonus.

4. Misapplying Shield AC

A shield only provides its AC bonus when it is being used to block an attack. If a character is carrying a shield but not using it, it does not provide any AC bonus.

5. Using the Wrong Dexterity Modifier

The Dexterity modifier used in AC calculation is the modifier based on the character’s current Dexterity score, not their base Dexterity score.

6. Stacking AC Bonuses

Some bonuses to AC cannot be stacked. For example, the AC bonus from the Shield spell does not stack with the AC bonus from a shield.

7. Applying Magical AC Bonuses Incorrectly

Magical AC bonuses, such as the bonus from the Bracers of Defense, are applied after all other modifiers.

8. Forgetting Circumstance Bonuses

Circumstance bonuses, such as the bonus from the Bless spell, are applied as temporary bonuses to AC.

9. Misinterpreting Dodge Action

The Dodge action provides a bonus to AC, but it only applies to attacks that can be seen.

10. Mixing Up AC and Saving Throws

AC is used to defend against attacks, while saving throws are used to defend against spells and other abilities. It is important to remember that AC does not apply to saving throws.

How To Calculate Armor Class 5e

Armor Class (AC) is a measure of how difficult it is to hit a character in D&D 5e. It is calculated by adding together the character’s base AC, any armor bonuses, any shield bonuses, and any other bonuses or penalties that apply. The base AC for most characters is 10, but this can be modified by race, class, feats, and other factors.

Armor bonuses are typically listed on the armor’s stat block. The most common type of armor is light armor, which provides a bonus of +2 to AC. Medium armor provides a bonus of +3 to AC, and heavy armor provides a bonus of +4 to AC.

Shield bonuses are typically listed on the shield’s stat block. The most common type of shield is a wooden shield, which provides a bonus of +2 to AC. A steel shield provides a bonus of +3 to AC, and a tower shield provides a bonus of +4 to AC.

Other bonuses or penalties to AC can come from a variety of sources, such as feats, spells, or magic items. For example, the Defensive Duelist feat grants a bonus to AC when wielding a finesse weapon, and the Shield spell grants a temporary bonus to AC.

Calculating AC

To calculate your AC, simply add together your base AC, any armor bonuses, any shield bonuses, and any other bonuses or penalties that apply. For example, a character with a base AC of 10, wearing leather armor (+2) and a wooden shield (+2), would have an AC of 14.

People Also Ask About How To Calculate Armor Class 5e

What is the base AC for a character?

The base AC for most characters is 10, but this can be modified by race, class, feats, and other factors.

What are the different types of armor in 5e?

The different types of armor in 5e are light armor, medium armor, and heavy armor.

What are the different types of shields in 5e?

The different types of shields in 5e are wooden shields, steel shields, and tower shields.

What are some other factors that can affect AC?

Other factors that can affect AC include feats, spells, and magic items.