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How Armor Class Works in D&D 5e

An armoured knight braces behind a round shield as a snarling ogre raises a stone hammer in a cave lit by embers

Without armor your AC is 10 plus your Dexterity modifier; armor, Unarmored Defense or Mage Armor gives you a different base, and a Shield adds 2. Armor Class is the number every attack roll aims at. SRD 5.2.1 puts it in one line:

An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target.

Hit it or beat it and the attack lands. Here is how you get yours, and what each point is worth.

The starting number

With nothing on, everyone has the same formula:

Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one.

That last sentence matters. Armor, Unarmored Defense and Mage Armor are all base AC calculations. You pick one. They never stack.

The armor table

ArmorACStrengthStealthCost
Padded11 + DexDisadvantage5 GP
Leather11 + Dex10 GP
Studded Leather12 + Dex45 GP
Hide12 + Dex (max 2)10 GP
Chain Shirt13 + Dex (max 2)50 GP
Scale Mail14 + Dex (max 2)Disadvantage50 GP
Breastplate14 + Dex (max 2)400 GP
Half Plate15 + Dex (max 2)Disadvantage750 GP
Ring Mail14Disadvantage30 GP
Chain Mail16Str 13Disadvantage75 GP
Splint17Str 15Disadvantage200 GP
Plate18Str 15Disadvantage1,500 GP
Shield+210 GP

Light armor adds all your Dexterity. Medium adds up to 2. Heavy adds none. Light armor takes 1 minute to put on or take off; Medium 5 minutes on and 1 off; Heavy 10 on and 5 off. Sleeping in Plate is not an option when the camp gets ambushed.

The Strength column is a speed rule, not a ban:

If the table shows a Strength score in the Strength column for an armor type, that armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Training, or the armor works against you

Anyone can don armor or hold a Shield, but only those with training can use them effectively.

Wear armor without training and the cost is steep:

If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells.

A Shield without training gives nothing at all. And one of each, at most:

A creature can wear only one suit of armor at a time and wield only one Shield at a time.

Fighters and Paladins train in all armor and Shields. Clerics, Rangers and Barbarians get Light and Medium and Shields; Druids Light armor and Shields; Bards, Rogues and Warlocks Light armor only. Monks, Sorcerers and Wizards get none.

Three ways to fight without armor

Barbarian, Unarmored Defense:

While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Monk, Unarmored Defense:

While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

The Barbarian keeps the Shield. The Monk cannot.

Mage Armor, a level 1 Sorcerer and Wizard spell lasting 8 hours:

You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Six level 1 heroes

HeroGearAC
Wizard, Dex 14Nothing12
Wizard, Dex 14Mage Armor15
Rogue, Dex 16Leather14
Monk, Dex 16, Wis 14Unarmored Defense15
Barbarian, Dex 14, Con 16Unarmored Defense, Shield17
Cleric, Dex 14Chain Shirt, Shield (starting gear)17
Fighter, Str 16Chain Mail (starting gear), Shield18

Mage Armor is worth 3 AC to a Wizard for one spell slot a day. The Rogue gains 1 by saving up 35 GP more for Studded Leather. A Cleric with Dex 14 loses nothing to the Medium cap; at Dex 16 or more, Light armor starts to catch up.

What one point buys

A Goblin Warrior's Scimitar hits with +4. An Ogre's Greatclub hits with +6 and deals 13 (2d8 + 4). Each point of AC takes 5 percentage points off every attack, natural 1s and 20s aside:

ACGoblin hitsOgre hitsOgre damage per swing
1265%75%10.2
1455%65%8.9
1550%60%8.25
1645%55%7.6
1740%50%6.95
1835%45%6.3
2025%35%5.0

The 5 points stay the same, but the share they cut grows. AC 12 to 14 cuts the Goblin's hits by 15%. AC 16 to 18 cuts them by 22%. Every point is worth more than the one before it.

The Wizard who casts Mage Armor turns an Ogre's 75% into 60%: one swing in five that would have landed now misses. The Fighter who saves 1,425 GP to swap Chain Mail for Plate takes the Ogre from 55% to 45%, nearly a fifth fewer hits, for the rest of the campaign.

Quick rules for the table

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

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