Home/Rules/Core Mechanics/Armor Class (AC)

Armor Class (AC)

Armor Class represents how hard you are to hit. Attacks must meet or exceed your AC to hit you.

How Armor Class Works

When an attack targets you, the attacker rolls d20 + modifiers. If the total equals or exceeds your AC, the attack hits.

Base AC Calculations:

  • Unarmored: 10 + Dexterity modifier
  • Light Armor: Armor base + Dexterity modifier
  • Medium Armor: Armor base + Dexterity modifier (max +2)
  • Heavy Armor: Armor base (no Dex)

Shields: +2 AC (requires proficiency)

Armor Types and AC

ArmorACDex BonusStealth
Light Armor
Padded11FullDisadvantage
Leather11Full
Studded Leather12Full
Medium Armor
Hide12Max +2
Chain Shirt13Max +2
Scale Mail14Max +2Disadvantage
Breastplate14Max +2
Half Plate15Max +2Disadvantage
Heavy Armor
Ring Mail14NoneDisadvantage
Chain Mail16NoneDisadvantage
Splint17NoneDisadvantage
Plate18NoneDisadvantage

Alternative AC Calculations

Some features provide alternative AC calculations. You can only use ONE at a time:

Class Features:

  • Barbarian Unarmored Defense: 10 + Dex + Con
  • Monk Unarmored Defense: 10 + Dex + Wis
  • Draconic Sorcerer: 13 + Dex (no armor)

Spells:

  • Mage Armor: 13 + Dex (no armor)
  • Barkskin: AC can't be less than 16

Important: Alternative calculations don't stack. Choose the best one. Shields and other AC BONUSES stack with any calculation.

Ways to Improve AC

Equipment:

  • Better armor
  • Shield (+2)
  • Magic armor (+1, +2, +3)
  • Magic shields (+1, +2, +3)

Spells (Bonuses):

  • Shield (reaction): +5 AC until next turn
  • Shield of Faith: +2 AC for 10 minutes
  • Haste: +2 AC

Other Sources:

  • Fighting Style (Defense): +1 AC in armor
  • Cloak/Ring of Protection: +1 AC each
  • Cover: +2 (half) or +5 (three-quarters)

Common Mistakes

Common Mistake
Stacking multiple AC calculations instead of choosing one
Common Mistake
Forgetting medium armor caps Dex bonus at +2
Common Mistake
Not knowing heavy armor has Strength requirements
Common Mistake
Forgetting shields require proficiency to use effectively

DM Tips

DM Tip
AC 15 is a reasonable baseline for most encounters
DM Tip
Very high AC (20+) can make combat tedious
DM Tip
Remember to use saving throw spells against high-AC targets
DM Tip
Cover is often forgotten but very impactful