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January 2016 Sage Advice--All about AC
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<blockquote data-quote="MechaTarrasque" data-source="post: 6808093" data-attributes="member: 6801226"><p>There is a new Sage Advice posted on the D&D website: <a href="http://dnd.wizards.com/articles/features/rules-answers-january-2016" target="_blank">http://dnd.wizards.com/articles/features/rules-answers-january-2016</a>.</p><p></p><p>It is about AC and how spells interact with it.</p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">Sage Advice is a monthly column that gives official clarifications of D&D rules. It also sometimes provides reference documents to help your D&D game run smoothly. Despite its official status, Sage Advice doesn’t trump the rulings of a Dungeon Master; the answers and information provided here are meant to assist a DM in adjudicating the game.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">If you have questions for a future installment of Sage Advice, please send them to <a href="mailto:sageadvice@wizards.com">sageadvice@wizards.com</a>, or reach me on Twitter (@JeremyECrawford), where I answer questions between installments of this column.</span></span></span></p><p>[h=3]<span style="font-size: 10px">CHARACTER CREATION</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><strong>How do you calculate a creature’s Armor Class (AC)? </strong>Chapter 1 of the <em>Player’s Handbook</em> (p. 14) describes how to determine AC, yet AC calculations generate questions frequently. That fact isn’t too surprising, given the number of ways the game gives you to change your AC!</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"> Here are some ways to calculate your base AC:</span></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-size: 10px"><strong>Unarmored:</strong> 10 + your Dexterity modifier.</span></li> <li data-xf-list-type="ul"><span style="font-size: 10px"><strong>Armored:</strong> Use the AC entry for the armor you’re wearing (see <em>PH</em>, 145). For example, in leather armor, you calculate your AC as 11 + your Dexterity modifier, and in chain mail, your AC is simply 16.</span></li> <li data-xf-list-type="ul"><span style="font-size: 10px"><strong>Unarmored Defense (Barbarian):</strong> 10 + your Dexterity modifier + your Constitution modifier.</span></li> <li data-xf-list-type="ul"><span style="font-size: 10px"><strong>Unarmored Defense (Monk):</strong> 10 + your Dexterity modifier + your Wisdom modifier.</span></li> <li data-xf-list-type="ul"><span style="font-size: 10px"><strong>Draconic Resilience (Sorcerer):</strong> 13 + your Dexterity modifier.</span></li> <li data-xf-list-type="ul"><span style="font-size: 10px"><strong>Natural Armor:</strong> 10 + your Dexterity modifier + your natural armor bonus. This is a calculation method typically used only by monsters and NPCs, although it is also relevant to a druid or another character who assumes a form that has natural armor.</span></li> </ul><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">These methods—along with any others that give you a formula for calculating your AC—are mutually exclusive; you can benefit from only one at a time. If you have access to more than one, you pick which one to use. For example, if you’re a sorcerer/monk, you can use either Unarmored Defense or Draconic Resilience, not both. Similarly, a druid/barbarian who transforms into a beast form that has natural armor can use either the beast’s natural armor or Unarmored Defense (you aren’t considered to be wearing armor with natural armor).</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">What about a shield? A shield increases your AC by 2 while you use it. For example, if you’re unarmored and use a shield, your AC is 12 + your Dexterity modifier. Keep in mind that some AC calculations, such as a monk’s Unarmored Defense, prohibit the use of a shield.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">Once you have your base AC, it can be temporarily modified by situational bonuses and penalties. For instance, having half cover gives you a +2 bonus to your AC, and three-quarters cover gives a +5 bonus. Spells sometimes modify AC as well. <em>Shield of faith</em>, for example, grants a target a +2 bonus to AC until the spell ends.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">Magic items can also enhance your AC. Here are a few examples: <em>+1 chain mail</em> gives you an AC of 17, a <em>ring of protection</em> gives you a +1 bonus to AC no matter what you’re wearing, and <em>bracers of defense</em> grant you a +2 bonus to AC if you’re not wearing armor or using a shield.</span></span></span></p><p>[h=3]<span style="font-size: 10px">SPELLS</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><strong>Does Unarmored Defense work with a spell like <em>mage armor</em>? </strong>Unarmored Defense doesn’t work with <em>mage armor</em>. You might be asking yourself, “Why don’t they work together? <em>Mage armor</em> specifies that it works on a creature who isn’t wearing armor.” It’s true that the target of <em>mage armor</em> must be unarmored, but <em>mage armor </em>gives you a new way to calculate your AC (13 + your Dexterity modifier) and is therefore incompatible with Unarmored Defense or any other feature that provides an AC calculation.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><strong>How does <em>barkskin</em> work with shields, cover, and other modifiers to AC? </strong><em>Barkskin</em> specifies that your AC can’t be lower than 16 while you are affected by the spell. This means you effectively ignore any modifiers to your AC—including your Dexterity modifier, your armor, a shield, and cover—unless your AC is higher than 16. For example, if your AC is normally 14, it’s 16 while <em>barkskin</em> is on you. If your AC is 15 and you have half cover, your AC is 17;<em>barkskin</em> isn’t relevant in this case, because your AC is now higher than 16.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><strong>Can you extend the duration of <em>armor of Agathys</em> by gaining more temporary hit points?</strong> The spell is meant to work only as long as you have the temporary hit points that the spell grants. When those temporary hit points are gone, the spell is done.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">Keep in mind that temporary hit points aren’t cumulative (see <em>PH</em>, 198). If you have temporary hit points and receive more of them, you don’t add them together, unless a game feature says you can. You decide which temporary hit points to keep. As an example, let’s say you’re a warlock with the Dark One’s Blessing feature, which gives you temporary hit points when you reduce a creature to 0 hit points. You currently have 2 temporary hit points from<em>armor of Agathys</em>, you just slew a monster, and your Dark One’s Blessing can now give you 4 temporary hit points. If you take those temporary hit points, they replace the ones from <em>armor of Agathys</em> and end that spell, so you might not want to take them and keep the spell going.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><strong>Do the temporary hit points from <em>heroism</em> accumulate each round?</strong> These temporary hit points aren’t cumulative. The spell would tell you if you were meant to add them together. At the start of each of your turns, the spell, effectively, refreshes the number of temporary hit points you have from it; if you lost some or all of the temporary hit points, the spell gives them back to you.</span></span></span></p><p>[h=3]<span style="font-size: 10px">TAKING A SECOND LOOK AT A RULING</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">I’m constantly revisiting the rules of the game. As a DM, I use them in the games I run. As a designer and editor, I refer to them every week to ensure that future D&D books are on course. As the Sage, I consider them from different angles when new questions arrive in my inbox and on Twitter. This sometimes leads me to reconsider a ruling I’ve made.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">In this installment of Sage Advice, there’s an example of me revisiting a ruling. On Twitter, I recently gave a different explanation for how <em>barkskin</em> works and, by extension, how shields work. What I said was based on the game’s text, but the text is sometimes inconsistent on how shields are treated. In my official ruling here in Sage Advice, I’ve decided to counter what I said on Twitter about <em>barkskin</em> and shields to go with a simpler explanation—one that is also supported by the text and that more closely aligns with our design intent.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">In the Sage Advice Compendium below, I’ve also changed my ruling on the Savage Attacker feat, which I originally addressed in November 2015. The original ruling was simply off-base—I read the feat too fast—so I’ve fixed it.</span></span></span></p><p>[h=3]<span style="font-size: 10px">SAGE ADVICE COMPENDIUM</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">The <a href="http://media.wizards.com/2015/downloads/dnd/SA_Compendium.pdf" target="_blank">Sage Advice Compendium</a> gathers every installment of Sage Advice in one PDF. It’s been updated to include this month’s questions and answers.</span></span></span></p><p>[h=3]<span style="font-size: 10px">MONSTER MANUAL ERRATA</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">We’ve updated the <a href="http://media.wizards.com/2015/downloads/dnd/MM_Errata.pdf" target="_blank"><em>Monster Manual</em> Errata</a> file to more closely match the latest printing of the book. The PDF now includes an entry for the water elemental, and the kraken entry now reflects what’s in the book.</span></span></span></p><p>[h=3]<span style="font-size: 10px">OTHER RESOURCES</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">Here are other D&D reference documents we’ve posted on this website.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><a href="http://dnd.wizards.com/articles/features/basicrules" target="_blank">Basic Rules for Dungeons & Dragons</a></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><a href="http://media.wizards.com/2015/downloads/dnd/DnD_SpellLists_1.01.pdf" target="_blank">D&D Spell List</a> (version 1.01)</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><a href="http://media.wizards.com/2014/downloads/dnd/MM_MonstersCR.pdf" target="_blank">Monsters by Challenge Rating</a> (version 1.0)</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><a href="http://media.wizards.com/2015/downloads/dnd/DnD_MonstersByType_1.0.pdf" target="_blank">D&D Monsters by Type</a> (version 1.0)</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><a href="http://media.wizards.com/2014/downloads/dnd/MagicItemsRarity_printerfriendly.pdf" target="_blank">Magic Items by Rarity</a> (version 1.0)</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><a href="http://media.wizards.com/2015/downloads/dnd/DnD_Conversions_1.0.pdf" target="_blank">Conversions to 5th Edition D&D</a> (version 1.0)</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px"><a href="http://dnd.wizards.com/articles/features/character_sheets" target="_blank">Character Sheets</a></span></span></span></p><p>[h=3]<span style="font-size: 10px">ABOUT THE AUTHOR</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 10px">Jeremy Crawford is the co-lead designer of fifth edition Dungeons & Dragons. He was the lead designer of the fifth edition Player’s Handbook and one of the leads on the Dungeon Master’s Guide. He has worked on many other D&D books since coming to Wizards of the Coast in 2007. You can reach him on Twitter (@JeremyECrawford)</span>.</span></span></p></blockquote><p></p>
[QUOTE="MechaTarrasque, post: 6808093, member: 6801226"] There is a new Sage Advice posted on the D&D website: [URL]http://dnd.wizards.com/articles/features/rules-answers-january-2016[/URL]. It is about AC and how spells interact with it. [COLOR=#333333][FONT=Open Sans][SIZE=2]Sage Advice is a monthly column that gives official clarifications of D&D rules. It also sometimes provides reference documents to help your D&D game run smoothly. Despite its official status, Sage Advice doesn’t trump the rulings of a Dungeon Master; the answers and information provided here are meant to assist a DM in adjudicating the game.[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2]If you have questions for a future installment of Sage Advice, please send them to [email]sageadvice@wizards.com[/email], or reach me on Twitter (@JeremyECrawford), where I answer questions between installments of this column.[/SIZE][/FONT][/COLOR] [h=3][SIZE=2]CHARACTER CREATION[/SIZE][/h][COLOR=#333333][FONT=Open Sans][SIZE=2][B]How do you calculate a creature’s Armor Class (AC)? [/B]Chapter 1 of the [I]Player’s Handbook[/I] (p. 14) describes how to determine AC, yet AC calculations generate questions frequently. That fact isn’t too surprising, given the number of ways the game gives you to change your AC! Here are some ways to calculate your base AC:[/SIZE][/FONT][/COLOR] [LIST] [*][SIZE=2][B]Unarmored:[/B] 10 + your Dexterity modifier.[/SIZE] [*][SIZE=2][B]Armored:[/B] Use the AC entry for the armor you’re wearing (see [I]PH[/I], 145). For example, in leather armor, you calculate your AC as 11 + your Dexterity modifier, and in chain mail, your AC is simply 16.[/SIZE] [*][SIZE=2][B]Unarmored Defense (Barbarian):[/B] 10 + your Dexterity modifier + your Constitution modifier.[/SIZE] [*][SIZE=2][B]Unarmored Defense (Monk):[/B] 10 + your Dexterity modifier + your Wisdom modifier.[/SIZE] [*][SIZE=2][B]Draconic Resilience (Sorcerer):[/B] 13 + your Dexterity modifier.[/SIZE] [*][SIZE=2][B]Natural Armor:[/B] 10 + your Dexterity modifier + your natural armor bonus. This is a calculation method typically used only by monsters and NPCs, although it is also relevant to a druid or another character who assumes a form that has natural armor.[/SIZE] [/LIST] [COLOR=#333333][FONT=Open Sans][SIZE=2]These methods—along with any others that give you a formula for calculating your AC—are mutually exclusive; you can benefit from only one at a time. If you have access to more than one, you pick which one to use. For example, if you’re a sorcerer/monk, you can use either Unarmored Defense or Draconic Resilience, not both. Similarly, a druid/barbarian who transforms into a beast form that has natural armor can use either the beast’s natural armor or Unarmored Defense (you aren’t considered to be wearing armor with natural armor).[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2]What about a shield? A shield increases your AC by 2 while you use it. For example, if you’re unarmored and use a shield, your AC is 12 + your Dexterity modifier. Keep in mind that some AC calculations, such as a monk’s Unarmored Defense, prohibit the use of a shield.[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2]Once you have your base AC, it can be temporarily modified by situational bonuses and penalties. For instance, having half cover gives you a +2 bonus to your AC, and three-quarters cover gives a +5 bonus. Spells sometimes modify AC as well. [I]Shield of faith[/I], for example, grants a target a +2 bonus to AC until the spell ends.[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2]Magic items can also enhance your AC. Here are a few examples: [I]+1 chain mail[/I] gives you an AC of 17, a [I]ring of protection[/I] gives you a +1 bonus to AC no matter what you’re wearing, and [I]bracers of defense[/I] grant you a +2 bonus to AC if you’re not wearing armor or using a shield.[/SIZE][/FONT][/COLOR] [h=3][SIZE=2]SPELLS[/SIZE][/h][COLOR=#333333][FONT=Open Sans][SIZE=2][B]Does Unarmored Defense work with a spell like [I]mage armor[/I]? [/B]Unarmored Defense doesn’t work with [I]mage armor[/I]. You might be asking yourself, “Why don’t they work together? [I]Mage armor[/I] specifies that it works on a creature who isn’t wearing armor.” It’s true that the target of [I]mage armor[/I] must be unarmored, but [I]mage armor [/I]gives you a new way to calculate your AC (13 + your Dexterity modifier) and is therefore incompatible with Unarmored Defense or any other feature that provides an AC calculation.[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2][B]How does [I]barkskin[/I] work with shields, cover, and other modifiers to AC? [/B][I]Barkskin[/I] specifies that your AC can’t be lower than 16 while you are affected by the spell. This means you effectively ignore any modifiers to your AC—including your Dexterity modifier, your armor, a shield, and cover—unless your AC is higher than 16. For example, if your AC is normally 14, it’s 16 while [I]barkskin[/I] is on you. If your AC is 15 and you have half cover, your AC is 17;[I]barkskin[/I] isn’t relevant in this case, because your AC is now higher than 16.[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2][B]Can you extend the duration of [I]armor of Agathys[/I] by gaining more temporary hit points?[/B] The spell is meant to work only as long as you have the temporary hit points that the spell grants. When those temporary hit points are gone, the spell is done.[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2]Keep in mind that temporary hit points aren’t cumulative (see [I]PH[/I], 198). If you have temporary hit points and receive more of them, you don’t add them together, unless a game feature says you can. You decide which temporary hit points to keep. As an example, let’s say you’re a warlock with the Dark One’s Blessing feature, which gives you temporary hit points when you reduce a creature to 0 hit points. You currently have 2 temporary hit points from[I]armor of Agathys[/I], you just slew a monster, and your Dark One’s Blessing can now give you 4 temporary hit points. If you take those temporary hit points, they replace the ones from [I]armor of Agathys[/I] and end that spell, so you might not want to take them and keep the spell going.[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2][B]Do the temporary hit points from [I]heroism[/I] accumulate each round?[/B] These temporary hit points aren’t cumulative. The spell would tell you if you were meant to add them together. At the start of each of your turns, the spell, effectively, refreshes the number of temporary hit points you have from it; if you lost some or all of the temporary hit points, the spell gives them back to you.[/SIZE][/FONT][/COLOR] [h=3][SIZE=2]TAKING A SECOND LOOK AT A RULING[/SIZE][/h][COLOR=#333333][FONT=Open Sans][SIZE=2]I’m constantly revisiting the rules of the game. As a DM, I use them in the games I run. As a designer and editor, I refer to them every week to ensure that future D&D books are on course. As the Sage, I consider them from different angles when new questions arrive in my inbox and on Twitter. This sometimes leads me to reconsider a ruling I’ve made.[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2]In this installment of Sage Advice, there’s an example of me revisiting a ruling. On Twitter, I recently gave a different explanation for how [I]barkskin[/I] works and, by extension, how shields work. What I said was based on the game’s text, but the text is sometimes inconsistent on how shields are treated. In my official ruling here in Sage Advice, I’ve decided to counter what I said on Twitter about [I]barkskin[/I] and shields to go with a simpler explanation—one that is also supported by the text and that more closely aligns with our design intent.[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2]In the Sage Advice Compendium below, I’ve also changed my ruling on the Savage Attacker feat, which I originally addressed in November 2015. The original ruling was simply off-base—I read the feat too fast—so I’ve fixed it.[/SIZE][/FONT][/COLOR] [h=3][SIZE=2]SAGE ADVICE COMPENDIUM[/SIZE][/h][COLOR=#333333][FONT=Open Sans][SIZE=2]The [URL="http://media.wizards.com/2015/downloads/dnd/SA_Compendium.pdf"]Sage Advice Compendium[/URL] gathers every installment of Sage Advice in one PDF. It’s been updated to include this month’s questions and answers.[/SIZE][/FONT][/COLOR] [h=3][SIZE=2]MONSTER MANUAL ERRATA[/SIZE][/h][COLOR=#333333][FONT=Open Sans][SIZE=2]We’ve updated the [URL="http://media.wizards.com/2015/downloads/dnd/MM_Errata.pdf"][I]Monster Manual[/I] Errata[/URL] file to more closely match the latest printing of the book. The PDF now includes an entry for the water elemental, and the kraken entry now reflects what’s in the book.[/SIZE][/FONT][/COLOR] [h=3][SIZE=2]OTHER RESOURCES[/SIZE][/h][COLOR=#333333][FONT=Open Sans][SIZE=2]Here are other D&D reference documents we’ve posted on this website.[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2][URL="http://dnd.wizards.com/articles/features/basicrules"]Basic Rules for Dungeons & Dragons[/URL][/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2][URL="http://media.wizards.com/2015/downloads/dnd/DnD_SpellLists_1.01.pdf"]D&D Spell List[/URL] (version 1.01)[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2][URL="http://media.wizards.com/2014/downloads/dnd/MM_MonstersCR.pdf"]Monsters by Challenge Rating[/URL] (version 1.0)[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2][URL="http://media.wizards.com/2015/downloads/dnd/DnD_MonstersByType_1.0.pdf"]D&D Monsters by Type[/URL] (version 1.0)[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2][URL="http://media.wizards.com/2014/downloads/dnd/MagicItemsRarity_printerfriendly.pdf"]Magic Items by Rarity[/URL] (version 1.0)[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2][URL="http://media.wizards.com/2015/downloads/dnd/DnD_Conversions_1.0.pdf"]Conversions to 5th Edition D&D[/URL] (version 1.0)[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=2][URL="http://dnd.wizards.com/articles/features/character_sheets"]Character Sheets[/URL][/SIZE][/FONT][/COLOR] [h=3][SIZE=2]ABOUT THE AUTHOR[/SIZE][/h][COLOR=#333333][FONT=Open Sans][SIZE=2]Jeremy Crawford is the co-lead designer of fifth edition Dungeons & Dragons. He was the lead designer of the fifth edition Player’s Handbook and one of the leads on the Dungeon Master’s Guide. He has worked on many other D&D books since coming to Wizards of the Coast in 2007. You can reach him on Twitter (@JeremyECrawford)[/SIZE].[/FONT][/COLOR] [/QUOTE]
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January 2016 Sage Advice--All about AC
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