The spell ends if the target dons armor or if you dismiss the spell as an action. Touch a willing creature who isn't wearing armor. 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. D&D 5th Edition Wikia is a FANDOM Games Community. View Mobile Site.
In, your armor class, or AC, represents your defense against attacks from monsters. Borrows this concept; as in older editions of D&D, a lower AC is better than a higher one. A character with no or has AC 10. It is best to reduce your AC below 0. An usually includes an AC below -20, -30, and sometimes -40. Note that having a good AC is not enough to protect from some attacks; you also need to obtain. In particular, is a good idea.Because you always know your AC, you can identify the of armor by wearing it.
For example, +1 armor lowers your AC by one more than normal. Contents How it worksWhen a monster attacks you, is rolled. Rolling a target number or lower results in a hit. In simple situations at low levels, this target number is equal to:10 + your AC + the monster's level (ie number of they have).So, say your AC is 6, and you are fighting a level 1.
The target number for the orc to successfully attack you is 10 + 6 + 1 = 17. This is bad news; the orc is going to hit you 85% of the time.At higher levels and in funny circumstances, things become more complex.
The precise details are:. If your AC is negative, the formula for the target number is 10 + (a random number from -1 to your AC) + the monster's level.
Circumstantial modifiers may be applied. For instance, if the monster can't see you or is trapped, subtract 2 for each. If the final target number is so good that it would be less than or equal to zero, set it to 1. In this way the monster always has a small chance of hitting you by rolling that perfect 1 on the d20. If the monster gets multiple attacks, each attack beyond the first is made as if the die rolled had an extra side. So a monster with three attacks would roll 1d20, then 1d21, then 1d22. In this way each extra attack is less and less likely to hit you.Examples of these more complex cases:.
Your AC is -5. Since it is a negative number, a number between -5 and -1 is chosen at random. In this case, it is -3.
10 is added to that, giving 7. The monster has a level of 4, and it has two attacks. Added together, that gives us 11. On the first attack, the random number chosen is 10.
The monster hits. On the second attack, the random number chosen is 12 (out of a possible 21). The monster misses. Your AC is -20. A number between -20 and -1 is chosen at random. In this case, -17 is chosen.
10 is added to that, giving -7. The monster has a level of 1. Added together, that gives -6. Since -6 is less than 0, it is set to 1. On the first attack, the random number chosen is 1. The monster gets very lucky and hits. Your AC is -20.
A number between -20 and -1 is chosen at random. In this case, -4 is chosen. 10 is added to that, giving 6.
The monster has a level of 1. Added together, that gives 7. On the first attack, the random number chosen is 5.
7 is greater than 5, so the monster hits.Damage reductionAny AC of negative value (-1 or lower) also decreases the damage you take.Let's take a look at example 3 and see how a lower AC would reduce damage. The monster does 5 points of damage when it hits.First, it determines if your AC is less than 0; in this case it is. The damage is then reduced by a random number between 1 and the absolute value of your AC, which in this case would be 1 to 20. For any value lower than 1, it is set to 1 (the monster will always do at least 1 point of damage when it hits). (This is applied before, if you have that as well.)This is another good reason to reduce your AC as low as you can get it.Order of Armor classThe various types of body armour provide the following modifications to AC:ACArmor0,12,3,4,5,6,7,89Your naked, unprotected AC is 10, so for example wearing only an elven mithril-coat will give you an AC of (10-5)=5.
Bear in mind that not all armors at a given AC are equal; they differ in, effect on spellcasting, etc.How much is enough?The data for the following table comes from 500,000 simulated attacks (claw 3d10, claw 3d10, butt 2d8). Minotaurs appear often in the later game, hit hard, and ignore, making them the biggest physical damage threat in the late game and a natural choice of benchmark.The percentage entries indicate how likely you are to take less than a certain amount of damage.
For example, if your armor class is -15, 50% of the time a minotaur's three attacks will do less than 16 damage total. And if your armor class is -25, you will take no damage 25% of the time.Armor classMean damage per round25% less than50% less than95% less than99% less than-10353037-2-3In the, recommends AC -20 as the baseline for an ascension kit. This is a reasonable guideline; with smart play, 11 damage per enemy turn is manageable.Two things should be noted. First, the value of an additional point of AC starts diminishing rapidly around AC -25. Second, due to the nature of the attack and damage calculations, no amount of armor class can protect you with 100% certainty.
Even if your armor class is -30, one time in a hundred a minotaur will hit you for at least 31 damage in one round.See also.
This article relies largely or entirely on a single. Relevant discussion may be found on the. Please help by introducing to additional sources. ( April 2013)In some, armor class (abbreviated AC) is a that indicates how difficult it is to land a successful blow on a character with an attack.
It represents either a character's protective equipment, ability to dodge attacks, or a combination of the two.In earlier versions of, a lower AC indicated that a creature was more difficult to hit. In Advanced Dungeons & Dragons, an unarmored human had an AC of 10, and armor lowered a character's armor class. Powerful creatures would usually have an armor class lower than 0.In Advanced Dungeons & Dragons 2nd Edition, a character or monster's ability to strike successfully was indicated by its THAC0, the minimum roll needed on a 'To Hit Armor Class 0'. The die roll needed to hit other armor classes could be computed by subtracting the armor class from the THAC0. The lower one's THAC0, the more likely a hit would be successful.
This system replaced combat tables in the 2nd edition of AD&D, but was officially abandoned in the 3rd edition of D&D (2000).In third edition D&D, the armor class system was effectively reversed. An unarmored human still had an AC of 10, but wearing additional armor and/or wielding a shield increased armor class.
Thus, a creature with an AC of 0 in second edition would have an armor class of 20 in third edition, and vice versa. This system persists into the fifth edition rules. A wide range of factors affects armor class in both systems, including a character's, use of various combat techniques (such as forms of ), and the quality and material composition of the armor worn.The concepts of armor class and originated in a set of rules for a naval battle game set during the American Civil War. Co-creator adopted the concepts in miniatures games that he ran shortly before the first edition of D&D was written.Numerous Dungeons & Dragons–derived tabletop role-playing and use a similar armor class system. Many games with unrelated systems use the term to represent a character's ability to avoid damage or reduce damage taken.References.