![]() Haste: 1-minute duration – +2 to AC, among other effects.Ceremony (Wedding): 7 days duration – +2 AC while both creatures are within 30ft of each other.Barkskin: 1-hour duration – AC can’t be less than 16.Though none of these are permanent, some last longer than others: That said, there are a number of spells that can help with raising AC. Shield Master – You can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only youīecause of the nature of the D&D 5e system, a lot of spells result in providing advantage or disadvantage to attacks, or resistance to a certain damage type.Moderately Armored – Gain proficiency with medium armor and shields.Medium Armor Master – Add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.Lightly Armored – Gain proficiency with light armor.Heavily Armored – Gain proficiency with heavy armor.Dual Wielder – +1 while wielding two weapons.Dragon Hide – Base AC is 13 + your Dexterity modifier.Defensive Duelist – You can use your reaction to add your proficiency bonus to your AC.Below are the feats that directly and indirectly impact AC: We wrote an entire article on 5e feats so if you are looking for an in-depth look at them, that is where you can find it. Warforged: Integrated Protection: – +1 AC.Tortle: Natural Armor – Base AC increases to 17 and can use Shell Defense to gain +4 to AC, among other effects.Some races that were introduced outside of the core sources that boost AC are: Not many races give an inherent bonus to AC because of how strong an AC bonus at 1st-level tends to be. Staff of Power – +2 AC and to all saving throws, among other effects.Shield +1/2/3 – +3/4/5 AC (because shields grant +2 AC, the +1 shield will grant +3 AC and so on).Ring of Protection – +1 AC and to all saving throws. ![]()
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