🔱☂️ Defense: Armor Class - JulTob/DnD GitHub Wiki
Your Armor Class (AC)represents how well your character avoids being wounded in battle.
Armor Class (AC)
AC is the target number attackers must $\color{RED}meet$ or beat to hit you.
You set AC by choosing one base formula, then applying modifiers (like a shield, cover).
How you get your AC
♔1) Unarmored (default)
- Without armour or a shield, your character's AC equals 10 + his or her Dexterity modifier.
- $$Base AC = 10 + DEX mod$$
Use this when you’re not wearing armor and no other feature sets your base AC.
♕2) Armor (Light / Medium / Heavy)
- Each armor sets your base AC (some add DEX up to a cap).
- Strength requirement: if you don’t meet it, your Speed –10 ft while wearing that armor.
- Some armors impose Stealth (Disadvantage).
♖3) Features & Spells that set base AC
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Examples: Mage Armor (base 13 + DEX), class features like Unarmored Defense, some natural armor traits.
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Important: if multiple things set a base AC, you choose one at a time—they don’t stack.
⛨ Shield
- +2 bonus to AC while you wield it. Requires shield training.
Wearing armor (or a shield) without training
If you use Light/Medium/Heavy armor (or a shield) without proficiency:
- You have Disadvantage on any d20 Test involving STR or DEX.
- If you can cast spells, you can’t cast them while wearing that armor/shield.
Cover (pairs with AC)
- Half cover: +2 bonus to AC and DEX saves.
- Three-quarters cover: +5 bonus to AC and DEX saves.
- Total cover: you can’t be targeted directly. Use only the best degree if multiple apply.
Quick reference — common base AC formulas
Pick one base AC, then add shield if applicable.
- Unarmored:
10 + DEX
- Light armor:
11–12 + DEX
(e.g., Leather 11+DEX, Studded 12+DEX) - Medium armor:
12–15 + DEX (max +2)
(e.g., Chain Shirt 13+DEX(≤+2), Half Plate 15+DEX(≤+2)) - Heavy armor: fixed 14–18 (e.g., Chain Mail 16, Plate 18), may have STR req and Stealth (Disadv.)
- Mage Armor (spell):
13 + DEX
(no armor worn)
Don/Doff: category determines how long it takes to put on or remove armor; check the Equipment table if timing matters in play.
Worked examples
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Rogue in Studded Leather + Shield:
Base 12 + DEX (+4) = 16, + 2 shield = 18.
(If the rogue lacks shield training, they suffer the training penalties above.) -
Cleric in Chain Mail on a road chase with STR 12:
Base 16; STR req not met → Speed –10 ft until they remove it or rest in different armor. -
Wizard with Mage Armor:
Base 13 + DEX. If they later don armor, Mage Armor ends.
Common pitfalls (fix these fast)
- Dodge doesn’t raise AC. It gives Disadvantage to attacks vs you and Advantage on your DEX saves until your next turn; it ends if you’re Incapacitated or your Speed = 0.
- Only one base AC at a time. If a feature or spell sets base AC, choose it instead of armor’s base AC—don’t add them together.
- Cover stacks with AC; shields add to AC. But two shields don’t stack, and you still need proficiency for shields/armor.