5 Ways to Calculate Armor Class in Dungeons & Dragons 5e

Dungeons and Dragons 5e armor class

Armour Class (AC) is one of the most important statistics in Dungeons & Dragons 5th Edition (D&D 5e). It reflects how well a creature is able to avoid being hit by attacks. A high AC means that a creature is more difficult to hit, while a low AC means that a creature is easier to hit. There are many factors that can affect a creature’s AC, including its armour, Dexterity modifier, and any magical bonuses or penalties. Nevertheless, once you understand the basics, calculating AC is not as difficult as it may seem. So without further delay, let us dive into the wonderful world of D&D’s Armour Class!

The most basic component of AC is the base armour class. This is the number that is printed on a creature’s armour. For example, leather armour has a base AC of 11, while plate armour has a base AC of 18. The base AC represents the protection that the armour provides against physical attacks. In addition to the base AC, a creature also gets a bonus to AC equal to its Dexterity modifier. So, for example, a creature with a Dexterity modifier of +2 would get a +2 bonus to AC. Furthermore, certain magical items can provide bonuses or penalties to AC.

To calculate a creature’s AC, you simply add up all of the relevant modifiers. For example, a creature wearing leather armour with a Dexterity modifier of +2 would have an AC of 13 (11 + 2). If the creature was also wearing a magical amulet that granted a +1 bonus to AC, its AC would be 14 (13 + 1). It is important to note that some modifiers can stack, while others cannot. For example, the Dexterity modifier and the bonus from a magical amulet can both be added to AC. However, two bonuses from the same source cannot be added together. For instance, if a creature was wearing two magical amulets that each granted a +1 bonus to AC, the creature would only get a +1 bonus to AC, not a +2 bonus.

Understanding AC in DnD 5e

Armor Class, or AC, is a fundamental concept in Dungeons & Dragons 5th Edition (5e). It represents your character’s ability to avoid being hit by attacks. A higher AC means that your character is better at dodging, parrying, or otherwise deflecting attacks. Conversely, a lower AC means that your character is more likely to be hit.

AC is calculated using a formula that takes into account your character’s armor, dexterity modifier, and any other bonuses or penalties that may apply. The base AC for most characters is 10, which represents the average person’s ability to avoid being hit. However, this number can be increased by wearing armor, which provides a bonus to AC. For example, a character wearing leather armor would have an AC of 11, while a character wearing chain mail would have an AC of 16.

Dexterity is another important factor in AC. Characters with high Dexterity modifiers are better at dodging and parrying attacks, which gives them a bonus to AC. For example, a character with a Dexterity modifier of +2 would have an AC of 12 in leather armor or 17 in chain mail.

Finally, there are a number of other factors that can affect AC, such as spells, magic items, and class abilities. For example, the spell Mage Armor can increase AC by 3, while the Shield spell can provide a bonus of +5 AC. Magic items, such as the Ring of Protection, can also provide bonuses to AC. And certain class abilities, such as the Unarmored Defense ability of the Monk class, can allow characters to use their Dexterity modifier for AC even when they are not wearing armor.

Adding Proficiency Bonus to AC

Your proficiency bonus is a measure of your general skill and experience. As you level up, your proficiency bonus will increase. You add your proficiency bonus to your AC calculation if you are proficient in the armor you are wearing.

The table below shows the proficiency bonus for each character level:

Level Proficiency Bonus
1-4 +2
5-8 +3
9-12 +4
13-16 +5
17-20 +6

For example, if you are a level 5 fighter wearing chain mail (which requires proficiency in light armor), you would add your proficiency bonus of +3 to your AC. This would give you an AC of 16 (13 + 3).

Calculating AC with Dexterity Modifier

Your Dexterity modifier is added to your AC if you wear light or medium armor or if you are unarmored. This is because Dexterity represents your agility and reflexes, which can help you avoid being hit by attacks.

The table below shows how your Dexterity modifier affects your AC.

Dexterity Modifier AC Bonus
+0 +0
+1 +1
+2 +2
+3 +3
+4 +4
+5 +5

For example, if you have a Dexterity of 14, your Dexterity modifier is +2. If you are wearing light armor, your AC would be 12 + 2 = 14.

In addition to your Dexterity modifier, other factors can affect your AC, such as your armor class, your shield, and any magical items you are wearing. These factors are all added together to give you your total AC.

Calculating AC with Strength Modifier

Strength modifiers can influence a character’s Armor Class (AC) if they are wearing light or medium armor. Here’s how to calculate AC with Strength modifier:

Base AC with Light Or Medium Armor

The base AC for light or medium armor depends on the specific armor being worn. For example, leather armor has a base AC of 11, while chain mail has a base AC of 13.

Strength Modifier Bonus

If a character has a Strength modifier of +2 or higher, they gain a bonus to AC when wearing light or medium armor. This bonus is equal to the character’s Strength modifier. For example, a character with a Strength modifier of +3 would gain an AC bonus of +3 when wearing leather armor.

Dextrous Variant Rule

In the Player’s Handbook, there is a Dextrous Variant rule. When using Dextrous Variant, a character’s Dexterity modifier is always used to calculate AC, regardless of their Strength modifier. This rule can be used to replace the standard AC calculation described above.

However, characters wearing heavy armor always use their Strength modifier to calculate AC. This is because heavy armor restricts a character’s movement and makes it difficult for them to dodge attacks.

Armor Type Base AC Strength Modifier Bonus
Leather 11 Strength modifier (minimum of 0)
Studded Leather 12 Strength modifier (minimum of 0)
Hide 12 Strength modifier (minimum of 0)
Chain Shirt 13 Strength modifier (minimum of 0)
Scale Mail 14 Strength modifier (minimum of 0)
Breastplate 14 Strength modifier (minimum of 0)
Half Plate 15 Strength modifier (minimum of 0)

Using Shields to Enhance AC

Shields are a great way to boost your AC, especially if you’re a melee fighter who expects to be hit often. There are a few different types of shields available, each with its own benefits and drawbacks.

**Light shields** are the most common type of shield. They provide a +2 bonus to AC, but they also impose a -2 penalty to Strength checks. This makes them a good choice for characters who don’t need to use their Strength for anything other than combat.

**Heavy shields** provide a +3 bonus to AC, but they also impose a -4 penalty to Strength checks. This makes them a good choice for characters who have high Strength scores and who don’t need to use their Dexterity for anything other than AC.

**Tower shields** are the largest type of shield. They provide a +4 bonus to AC, but they also impose a -6 penalty to Strength checks and prevent you from using a weapon in your other hand. This makes them a good choice for characters who want to maximize their AC and who are willing to sacrifice some of their offensive potential.

The most significant information is summarized in this table:

Shield Type AC Bonus Strength Penalty
Light Shield +2 -2
Heavy Shield +3 -4
Tower Shield +4 -6

Calculating Armor Class (AC) in Dungeons & Dragons 5e

Base Armor Class

The base armor class (AC) for a creature is determined by its Dexterity modifier and any additional modifiers from class features or other sources. This number represents the creature’s unarmored AC. Most characters, like wizards, wear light armor with a base AC of 10 plus their Dexterity modifier.

Adding Armor

Wearing armor increases AC by an amount determined by the armor’s type. The armor class bonuses for different types of armor are as follows:

Armor Type AC Bonus
Padded +1
Leather +2
Studded Leather +3
Hide +3
Chain Shirt +4

Accounting for Natural Armor and Unarmored Defense

Some creatures have natural armor, which grants them additional AC. This natural armor bonus is added to their base AC. For example, the Tortle race has a natural AC of 17.

Some classes, such as the Monk, have class features that allow them to ignore armor penalties and base their AC solely on their Dexterity modifiers and any bonuses from Unarmored Defense. The formula for calculating AC for an unarmored monk is 10 + Dexterity modifier + Wisdom modifier.

Applying Shields

Shields grant a bonus to AC, typically between +2 and +5. The bonus from a shield is added to the character’s AC.

Other AC Modifiers

There are many other factors that can modify a creature’s AC, such as magical items, class abilities, and spells. These modifiers can stack with other AC bonuses to provide a character with significant protection.

Temporary AC Bonuses and Penalties

Bonuses to AC

Certain spells, abilities, and effects can grant bonuses to AC. These bonuses can stack, so a character could have multiple sources of AC bonuses active at the same time.

Some common sources of AC bonuses include:

  • The Shield spell grants +5 AC
  • The Haste spell grants +2 AC
  • The Shield of Faith spell grants +2 AC
  • The Defensive Duelist feat grants +1 AC when using a finesse weapon to attack

Penalties to AC

Certain conditions, effects, or actions can impose penalties to AC. These penalties can also stack, so a character could have multiple sources of AC penalties active at the same time.

Some common sources of AC penalties include:

  • The Grappled condition imposes a -2 penalty to AC
  • The Restrained condition imposes a -2 penalty to AC
  • The Stunned condition makes AC 10
  • The Unconscious condition makes AC 10

Example of Calculating AC with Bonuses and Penalties

Consider the following example:

  • A character has an AC of 16.
  • The character casts the Shield spell, which grants a +5 AC bonus.
  • The character is also Grappled, which imposes a -2 AC penalty.

To calculate the character’s AC with these bonuses and penalties, we would add the bonus to the base AC and then subtract the penalty:

AC = 16 + 5 - 2 = 19

As a result, the character’s AC is 19 while the Shield spell is active and the Grappled condition is imposed.

AC vs. Saving Throws

Armor Class (AC) represents a character’s ability to avoid being hit by attacks. It is calculated based on the character’s dexterity, armor, and other modifiers.

Saving Throws represent a character’s ability to resist the effects of spells and other abilities. They are calculated based on the character’s ability scores and proficiency bonus.

The following table summarizes the key differences between AC and saving throws:

AC Saving Throws
Determines if an attack hits Determines if an effect succeeds
Calculated based on Dexterity, armor, etc. Calculated based on ability scores, proficiency bonus
Applies to attacks Applies to spells and abilities

How to Calculate AC

The formula for calculating AC is:

AC = 10 + Dexterity modifier + Armor Class bonus

For example, a character with a Dexterity score of 16 and wearing leather armor (AC 11) would have an AC of 14.

How to Calculate Saving Throws

The formula for calculating saving throws is:

Saving Throw = Ability Score modifier + Proficiency Bonus (if proficient)

For example, a character with a Strength score of 14 and proficiency in Strength saving throws would have a saving throw of +4.

Optimizing AC for Effective Combat

Armor Class (AC) is a crucial stat in Dungeons & Dragons 5e, representing your character’s ability to avoid attacks. Optimizing AC can significantly enhance your survivability in combat.

1. Armor

Armor is the most common way to boost AC. Different types of armor provide varying levels of protection, with heavier armor offering higher AC but imposing movement penalties. Consider your character’s class and playstyle when choosing armor.

2. Shield

Shields grant a +2 bonus to AC. They are versatile, allowing for dual-wielding weapons or casting spells while maintaining protection.

3. Dexterity

Dexterity is a key ability for many classes. It adds a bonus to AC for characters wearing light or medium armor. Increasing your Dexterity will provide a consistent AC boost.

4. Defensive Spells

Certain spells can temporarily increase your AC, such as Shield or Mage Armor. These spells can be particularly useful in challenging encounters.

5. Dodge Action

The Dodge action grants a +5 bonus to AC until the start of your next turn. It is a great option if you need to focus on avoiding attacks.

6. Magic Items

Magic items can provide significant AC bonuses. Look for items that enhance your armor or grant resistance to specific damage types.

7. Class Features

Certain classes have abilities that enhance AC. Barbarians, for example, gain a bonus to AC while raging.

8. Racial Traits

Some races have racial traits that grant AC bonuses. For instance, dwarves have a +2 bonus to AC against attacks from giants.

9. Fighting Style

Martial characters can choose a fighting style that provides an AC bonus. The Defensive Fighting Style grants a +1 bonus to AC.

10. Enhanced Armor

By spending gold, you can enhance your armor with magical runes or enchantments that further boost your AC. These enhancements can range from minor bonuses to powerful abilities that grant resistance to specific damage types or immunity to certain conditions.

Enhancement Bonus
+1 Enhancement Bonus +1 to AC
+2 Enhancement Bonus +2 to AC
Resistance: Slashing Resistance to slashing damage
Immunity: Fire Immunity to fire damage

How to Calculate AC in D&D 5e

Armor Class (AC) is a measurement of a creature’s ability to avoid being hit by attacks. It is calculated using a combination of the creature’s armor, shield, and Dexterity modifier. The higher a creature’s AC, the less likely it is to be hit by an attack.

To calculate AC, first determine the creature’s base AC. This is based on the creature’s armor and shield. The base AC for different types of armor is as follows:

  • No Armor: 10
  • Light Armor: 11 + Dexterity modifier
  • Medium Armor: 12 + Dexterity modifier (max +2)
  • Heavy Armor: 14 + Strength modifier (disadvantage on Dexterity checks)

If the creature is wearing a shield, add 2 to its base AC.

Next, add the creature’s Dexterity modifier to its base AC. The Dexterity modifier is determined by the creature’s Dexterity score. The Dexterity modifier table is as follows:

Dexterity Score Dexterity Modifier
10 0
11 +1
12 +1
13 +1
14 +2
15 +2
16 +3
17 +3
18 +4
19 +4
20 +5

For example, a creature wearing leather armor (base AC 11) with a Dexterity score of 14 would have an AC of 13 (11 + 2 for leather armor + 2 for Dexterity modifier).

Factors that can affect AC

There are a number of factors that can affect a creature’s AC:

  • Magic items: Some magic items, such as rings and cloaks of protection, can increase a creature’s AC.
  • Class features: Some classes, such as the monk and the barbarian, have class features that can increase their AC.
  • Spells: Some spells, such as shield of faith and mage armor, can increase a creature’s AC.
  • Conditions: Some conditions, such as the prone condition, can impose disadvantage on AC checks.

People also ask about How to Calculate AC D&D 5e

Can I calculate AC without armor?

Yes, you can calculate AC without armor. The base AC for no armor is 10.

What is the maximum AC in D&D 5e?

The maximum AC in D&D 5e is 30. This can be achieved by wearing heavy armor (AC 14), a shield (AC +2), having a Dexterity score of 20 (AC +5), and using the shield of faith spell (AC +2).

What are some ways to increase my AC?

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

  • Wearing heavier armor
  • Using a shield
  • Increasing your Dexterity score
  • Using magic items that increase AC
  • Using class features that increase AC
  • Using spells that increase AC