Horwath
Legend
I would make the amulet(s)
uncommon, AC 16
rare, AC 17
very rare, AC 18
legendary, AC 20
Attunement is required.
I would rather lower the AC bonus than to limit dex bonus if it turns out too high.
I would make the amulet(s)
uncommon, AC 16
rare, AC 17
very rare, AC 18
legendary, AC 20
Attunement is required.
I think you might confuse me for somebody else.I read it, but you seemed to skim through this part without giving a solid reason for why it should work this way. The added complexity, and the bizarre interaction with medium armor, both warrant additional concern.
What was wrong with using natural armor how it actually works for monsters? If the amulet just gave you a new formula for calculating AC, and that formula was "16", then it would solve all of the problems everywhere. Zero complexity.
I would make the amulet(s)
uncommon, AC 12+dex
rare, AC 14+dex
very rare, AC 16+dex
legendary, AC 18+dex
if you attune yourself to the amulet the AC is 1 point higher.
Either way is possible, of course.I would make the amulet(s)
uncommon, AC 16
rare, AC 17
very rare, AC 18
legendary, AC 20
Attunement is required.
I plan on being careful (what with bounded accuracy and all) but we are converting some of our magical items, in our homebbrew, and an amulet of natural armor is one such item.
I intend on having it set your base (or natural armor) to 11. This should not be any more overpowering or of bounds than a +1 Ring of Protection (which also helps saves).
Any thoughts?
Sorry, this is an example of what does not work in the context of 5E.Just make it permanent mage armor.
That is good advice. The devil is in the details, though.Make sure you think about how it will work with Barbarian and Monk unarmored defense.
It's not that simple. It can well be useless even if not armor.If it is armor, then it will not stack so it may be totally useless for those classes.