
War domain (cleric): heavy armor ( PHB, pg 63).Twilight domain (cleric): heavy armor ( TCE, pg 34).Tempest domain (cleric): heavy armor ( PHB, pg 62).Order domain (cleric): heavy armor ( TCE, pg 32).Hexblade (warlock): medium armor ( XGE, pg 55).Forge domain (cleric): heavy armor ( XGE, pg 19).College of Valor (bard): medium armor ( PHB, pg 55).College of Swords (bard): medium armor ( Xanathar’s Guide to Everything, (XGE) pg 15).Bladesinger (wizard): light armor ( TCE, pg 76).
Armorer (artificer): heavy armor ( TCE, pg 115). Here are the armor proficiencies you get from those: Ranger: light and medium armor ( PHB, pg 45)Ĭhosen at 3rd level, you will choose an archetype/subclass. Druid: light and medium armor ( PHB, pg 45). Cleric: light and medium armor ( PHB, pg 45). Barbarian: light and medium armor ( PHB pg 45). Artificer: light and medium armor ( Tasha’s Cauldron of Everything, TCE, pg 10). Hobgoblin: light armor ( Volo’s Guide to Monsters, pg 119). Githyanki: light and medium armor ( Mordenkainen’s Tome of Foes, pg 96). Mountain dwarves: light and medium armor (PHB, pg 20).
To ensure you have those proficiencies, you will want one of the following: Races No one likes to fall on their face when a owlbear is hunting you for lunch.
#Armour class 5e how to
You want armor? Well, you gotta know how to wear it well enough that it doesn’t limit your movement and screw you over in battle.
How Long Does It Take to Put On or Take Off Armor?Īrmor Proficiencies: How Do You Get Them?. Armor Proficiencies: How Do You Get Them?. Past a certain point, it just doesn't make sense, in the same way a Gelatinous Cube doesn't make sense. Shouldn't it be that a higher level character in fact got less wounded, because they were so much more experienced, skilled, aware, lucky, etcetera? And in fact they should heal either at the same rate, or maybe even faster, because their wounds/aches/pains are each so little in comparison, since each one is such a small proportion of their overall hit point total? Wouldn't that mean that a 1st level fighter taking 8hp of damage took one hit from a sword that almost killed them, and a 10th level fighter taking 8hp just took a hard hit on their shield that bruised their arm a little, would involve such little injury that a Cure Light Wounds would in fact do more healing on a higher level character? I think the real issue I've always had is that a 1st level character healed up instantly to brand new with one tiny, low-powered spell, but a higher level character took multiple days to heal up using much more powerful magic. Many, many different ideas, that each came along, crashed against the bulwark of tradition, and broke - along with the hearts of their creators. I've seen this sort of thing playing out in Dragon Magazine since the early 80's.Įntire game systems have been created in an attempt to make more sense of it. I might come back and post another response when I have put more thought in. A 1 can be treated as a complete miss, while a 20 doubles/maximizes damage as normal for a given table. That said, I actually like this thought, thanks for putting it in my head.ĮDIT: To continue, you would still need to roll, but any result other than 20 or 1 can be treated as dealing damage, maybe even adding your roll to hit to the damage received. A bear totem barbarian, at 3rd level with an AC of 17 would basically have 68 extra health, doubled as long as they are not fighting psychic damage. This would make abilities that give resistance, like Rage, much stronger, since it effectively doubles the power of armor vs. A 15 AC would then provide 30 HP bonus for a first level character, but more for a progressively more skilled character. Thinking about it a bit harder, seems like an alright area. My point is, you need to find out what equation you would use to decide how much temp HP. Of course, that is completely arbitrary on my part. So, the 15 AC would be replaced with the equation For example, assume a 15 AC protects a 1st level adventurer from 7 1d6(4) hits per short rest. As a result, you need to figure out a general average number for how much HP a given AC normally defends. You never roll to hit again, but instead only roll damage. On your houserule, it would need to be a substantial number of temp HP. Doesn't bother me, personally, but I can see it bugging someone. Of course, this means that a "Miss" in game terms could still be a narrative "hit" on your armor, while a "Hit" in game terms can be a Narrative miss. Stronger armors replace this skill with a solid foundation, allowing you to bear the brunt of attacks despite not actually avoiding them. Because HP can represent "luck", you can prevent losing luck by dodging on purpose, hence Dex being added to AC. It is tied to HP being ambiguous, I think.