Armor Class (AC)
Armor protects its wearer from attacks. The armor (and shield) a creature has determines their base Armor Class (AC).
AC represents how difficult it is to hit a creature with an attack.
Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.
Calculating Armor Class
AC calculations do not stack. If a character has multiple ways to calculate their base AC they must pick one calculation and then apply flat bonuses like shields or magic rings.
1. Base AC
Pick only one
- Unarmored:
10 + Dexterity Modifier - Monk (Unarmored Defense):
10 + Dexterity Modifier + Wisdom Modifier. No armor and no shield allowed. - Barbarian (Unarmored Defense):
10 + Dexterity Modifier + Constitution Modifier. No armor allowed. - Mage Armor (Spell):
13 + Dexterity Modifier. (Only if unarmored). - Natural Armor:
Base AC + Dexterity Modifier(Base AC is specified by monster or race) - Light Armor:
Armor AC + Dexterity Modifier - Medium Armor:
Armor AC + Dexterity Modifier (Max +2) - Heavy Armor:
Armor AC(No Dexterity Modifier)
2. Add Flat Bonuses
Pick any applicable
- Shield: AC +2
- Cover: AC +2 for half cover, or AC +5 for three-quarters cover
- Other bonuses: Bonuses from magic items, spells, etc.
- name Armor Class (AC)
- type combat
- related
- /equipment/armor
- /equipment/armor-types
- /equipment/armor-types/unarmored
- /equipment/donning-and-doffing-armor