Donning Your Ironclad Swagger: A Totally Not Serious Guide to AC in D&D
Ah, Armor Class, the bane of newbies and the ballad of barbarians. That glorious number that stands between you and a goblin's pointy stick finding a new home in your, well, everything. But fear not, fledgling adventurers, for this guide will turn you from AC-challenged to AC-complished (patent pending).
How To Get Ac Dnd |
The Basics: Not Getting Poked 101
Tip: The details are worth a second look.![]()
First things first, AC, or Armor Class, is your character's defense rating. The higher the number, the better you are at dodging, deflecting, or simply convincing pointy objects you're made of pudding (a surprisingly effective strategy for some classes).
There are two main ways to boost your AC: armor (groundbreaking, I know) and dexterity.
QuickTip: A quick skim can reveal the main idea fast.![]()
-
Armor: From leather jackets that scream "rebel without a cause" to plate mail that says "don't even think about it," armor provides a base AC. Think of it as your suit of choice – going for sleek or full-on tank?
-
Dexterity: This stat reflects your agility and reflexes. A nimble rogue with a +5 Dexterity modifier will be weaving between blows like a drunken butterfly, while a strength-based fighter might be more of a "stand there and soak it up" kind of guy.
Beyond the Basics: Because You're Fancy That Way
Now, things get interesting. Here's where you can truly finesse your AC and become the envy of the party (or at least the guy who isn't constantly getting scraped by wolves).
Tip: Don’t skip — flow matters.![]()
-
Shields: For a measly +2 AC, you can turn your arm into a giant metal STOP sign for incoming attacks. Who needs two hands when you can be basically Captain America, minus the throwing the shield part (that might upset the DM).
-
Magical Armor and Items: Found a +1 breastplate of glistening awesomeness? Rock that bad boy! Enchanted rings that grant dexterity bonuses? Slap 'em on! Remember, accessorizing is key in the adventuring world.
-
Class Features: Some sneaky hobbits (halflings, I mean) get a bonus to AC just for being, well, small and hard to hit. Monks can channel their inner Neo and become one with the matrix, dodging anything that isn't a particularly large dragon.
-
Taking Cover: Hiding behind a conveniently placed rock or that suspiciously talkative barrel? Brilliant move! Cover provides bonuses to your AC, because why stand out in the open when you can be a glorified turtle?
The Not-So-Serious Guide to AC Don'ts
QuickTip: Ask yourself what the author is trying to say.![]()
-
Don't Be That Guy: We all know that guy who hoards all the magical armor, leaving the rogue in leather while they look like a walking Christmas tree. Don't be that guy. Share the AC love!
-
Don't Skimp on Dexterity: It might be tempting to pump all your points into strength, but a high Dexterity can be a lifesaver. After all, even the mightiest warrior can't fight if they're a pincushion.
-
Don't Forget the Shield!: Seriously, that +2 AC is nothing to scoff at. Think of it as a tiny bodyguard for your arm.
-
Don't Taunt the Dragon: No matter how high your AC, a dragon's breath attack can ruin your day. Just sayin'.
*Remember, adventurers, a high AC is great, but it's not everything. Be smart, be strategic, and maybe don't stand in front of the ogre. With a little luck and these tips, you'll be deflecting attacks and looking good doing it. Now go forth and conquer (or at least survive)!