Hey, I was trying to homebrew some mithral plate armor to allow the person equipping to add part of their Dex mod to their AC. Even though the tags show (+ AC Max Dex Mod), it will not actually add the dex modifier to your AC when it's equipped.
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If the multiverse was fair, we wouldn't need paladins.
You might be better off basing your homebrew on an armour type that behaves how you want (ie. some sort of light or medium armour) and adding more AC to it.
I suppose I can do that, but figured folks would like to know about the bug, since it allows you to add the modifier, but doesn't actually add the dex mod. No point having it if it doesn't work. :)
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If the multiverse was fair, we wouldn't need paladins.
Thanks. Can you confirm that you were using the field marked below?
I have been able to duplicate this issue in that way. I would expect the item below to give me a suit of plate that allows me to add my full dex bonus to AC and doesn't give disadvantage to stealth checks. However, the item when equipped doesn't allow dex and gives disadvantage on stealth. It appears that those properties of the base item are overriding the magic item.
Apologies for the late reply. I have been sick. To answer your question, I was actually using the "Max 2" option, to make it like Medium armor. I thought it was more realistic than allowing the full Dex mod like light armor. I should also mention that the notes show that there is still Stealth Disadvantage and it lists the Strength Requirement as 15 despite me setting it to 10. I set the following options:
Rarity: Legendary
Base Item Type: Armor
Base Armor: Plate
Dex Bonus: Max 2
Str Requirement: 10
Stealth Check: None
Requires Attunement: Yes
Rollback Post to RevisionRollBack
If the multiverse was fair, we wouldn't need paladins.
I have a workaround that should make this functional:
Add a Modifier
Set "Modifier Type": Bonus
Set "Modifier Subtype": Armored Armor Class
Set "Ability Score": Dex
I think what's happening is that when you select the "Base Armor", all of the other fields are ignored in favor of whatever the item base is that you selected. Then you need to apply modifiers, which are evaluated after the item base properties.
As an example, if you copy "Mithral Plate", you'll see that there's a Modifier with "Modifier Type: Stealth Disadvantage" and "Modifier Subtype: Remove". This implies that the Stealth Disadvantage is associated with the Plate armor and needs to be removed after the underlying object is evaluated. I would imagine that if you wanted to change the
I'm a software developer, so I can sort of understand what's going on and why this might be happening. That said, IMHO this is still a bug that should be fixed. At the very least, those fields should be eliminated from the UI if they don't have any effect on the AC. Additionally, the STR Requirement doesn't work and doesn't appear to have an equivalent modifier available to override the default so if you wanted to change the minimum, I think you'd need to choose a different base armor type.
I have a workaround that should make this functional:
Add a Modifier
Set "Modifier Type": Bonus
Set "Modifier Subtype": Armored Armor Class
Set "Ability Score": Dex
I think what's happening is that when you select the "Base Armor", all of the other fields are ignored in favor of whatever the item base is that you selected. Then you need to apply modifiers, which are evaluated after the item base properties.
As an example, if you copy "Mithral Plate", you'll see that there's a Modifier with "Modifier Type: Stealth Disadvantage" and "Modifier Subtype: Remove". This implies that the Stealth Disadvantage is associated with the Plate armor and needs to be removed after the underlying object is evaluated. I would imagine that if you wanted to change the
I'm a software developer, so I can sort of understand what's going on and why this might be happening. That said, IMHO this is still a bug that should be fixed. At the very least, those fields should be eliminated from the UI if they don't have any effect on the AC. Additionally, the STR Requirement doesn't work and doesn't appear to have an equivalent modifier available to override the default so if you wanted to change the minimum, I think you'd need to choose a different base armor type.
Thanks for that. That really helped me out. I didn't actually end up using it, but it helped figure it out.
I used Set: AC Max Dex Armored Modifier instead, and put the value at 10. But just as a note if you set the ability score to Dex, or probably anything, it will crash the user's page with some Beholder warning message. You'd have to edit the item to remove that value to fix it.
I was doing something entirely different, creating a Mage Armor (effect) item for players to wear so their AC updates when they use their Mage Armor spell (or have it used on them).
So for that I had to do... Modifiers Set - Armor Class, fixed value 13. Set - AC Max Dex Armored Modifier, fixed value 10. Base item type Armor, base armor chain shirt, dex bonus none, str req 1, stealth checks none.
Try the modifier “Set - AC Max Dex Armored Modifier” to the maximum number you desire.
This appears to override the max base of any armour chosen, but has to be inputted as the final entry on any home brew creation (so it takes priority over the base armour).
I'm having exactly the opposite problem, I'm trying to create a special set of light armour that ignores a negative dex mod, but none of the overrides options actually override anything, and the " set AC" modifier sets the pre-dex-modified value.
Bug still present, but I'm guessing at this point, 3 years later it's not going to get fixed. I can't get any of the bug workarounds to work. If I add Dex as a modifier, it adds my +5 on top of the max 2 (OP AF) or if I try to just add a max dex modifier, it doesn't override the base of the armor like someone said it did....
For anyone else actually coming across this issue in the future (or still having this issue), there's actually a bit in the Players Handbook under the Equipment section:
"Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative."
Just thought I'd throw this in here because my group had this issue recently as well.
For anyone else actually coming across this issue in the future (or still having this issue), there's actually a bit in the Players Handbook under the Equipment section:
"Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative."
Just thought I'd throw this in here because my group had this issue recently as well.
Magic items / homebrew should be able to override that. It is a general rule, and specific beats general. So if a suit of heavy armor states that it does let you add your DEX, then you would get to add your DEX, regardless of the general rule that states heavy armor doesn't. The options to override that general rule exist in the homebrew creation tools, and are in TWO different places, but they don't seem to be working.
This is still an issue in March 2024, at least for heavy armor homebrew.
For anyone else actually coming across this issue in the future (or still having this issue), there's actually a bit in the Players Handbook under the Equipment section:
"Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative."
Just thought I'd throw this in here because my group had this issue recently as well.
Magic items / homebrew should be able to override that. It is a general rule, and specific beats general. So if a suit of heavy armor states that it does let you add your DEX, then you would get to add your DEX, regardless of the general rule that states heavy armor doesn't. The options to override that general rule exist in the homebrew creation tools, and are in TWO different places, but they don't seem to be working.
This is still an issue in March 2024, at least for heavy armor homebrew.
Hey, I was trying to homebrew some mithral plate armor to allow the person equipping to add part of their Dex mod to their AC. Even though the tags show (+ AC Max Dex Mod), it will not actually add the dex modifier to your AC when it's equipped.
If the multiverse was fair, we wouldn't need paladins.
You might be better off basing your homebrew on an armour type that behaves how you want (ie. some sort of light or medium armour) and adding more AC to it.
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I suppose I can do that, but figured folks would like to know about the bug, since it allows you to add the modifier, but doesn't actually add the dex mod. No point having it if it doesn't work. :)
If the multiverse was fair, we wouldn't need paladins.
Thanks. Can you confirm that you were using the field marked below?
I have been able to duplicate this issue in that way. I would expect the item below to give me a suit of plate that allows me to add my full dex bonus to AC and doesn't give disadvantage to stealth checks. However, the item when equipped doesn't allow dex and gives disadvantage on stealth. It appears that those properties of the base item are overriding the magic item.
https://www.dndbeyond.com/magic-items/58536-test-dex-armour
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Apologies for the late reply. I have been sick. To answer your question, I was actually using the "Max 2" option, to make it like Medium armor. I thought it was more realistic than allowing the full Dex mod like light armor. I should also mention that the notes show that there is still Stealth Disadvantage and it lists the Strength Requirement as 15 despite me setting it to 10. I set the following options:
Rarity: Legendary
Base Item Type: Armor
Base Armor: Plate
Dex Bonus: Max 2
Str Requirement: 10
Stealth Check: None
Requires Attunement: Yes
If the multiverse was fair, we wouldn't need paladins.
Any news on this issue? i ran into this today.
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Still having this problem myself.
This bug is still present.
Bug still present.
I also tried adding the modifier Bonus - AC Max Dex Modifier and set to 10 for the armour I'm creating. Still acts like +2 (Hide armour as base).
Bug still present now a year after... :( Im struggling with making a chain mail with a "max 2 AC from dex" modifier :( It doesnt add the modifier x_x
I have a workaround that should make this functional:
I think what's happening is that when you select the "Base Armor", all of the other fields are ignored in favor of whatever the item base is that you selected. Then you need to apply modifiers, which are evaluated after the item base properties.
As an example, if you copy "Mithral Plate", you'll see that there's a Modifier with "Modifier Type: Stealth Disadvantage" and "Modifier Subtype: Remove". This implies that the Stealth Disadvantage is associated with the Plate armor and needs to be removed after the underlying object is evaluated. I would imagine that if you wanted to change the
I'm a software developer, so I can sort of understand what's going on and why this might be happening. That said, IMHO this is still a bug that should be fixed. At the very least, those fields should be eliminated from the UI if they don't have any effect on the AC. Additionally, the STR Requirement doesn't work and doesn't appear to have an equivalent modifier available to override the default so if you wanted to change the minimum, I think you'd need to choose a different base armor type.
Thanks for that. That really helped me out. I didn't actually end up using it, but it helped figure it out.
I used Set: AC Max Dex Armored Modifier instead, and put the value at 10. But just as a note if you set the ability score to Dex, or probably anything, it will crash the user's page with some Beholder warning message. You'd have to edit the item to remove that value to fix it.
I was doing something entirely different, creating a Mage Armor (effect) item for players to wear so their AC updates when they use their Mage Armor spell (or have it used on them).
So for that I had to do...
Modifiers Set - Armor Class, fixed value 13.
Set - AC Max Dex Armored Modifier, fixed value 10.
Base item type Armor, base armor chain shirt, dex bonus none, str req 1, stealth checks none.
this works, thanks.
Had been looking for a special version of milthril half-plate for one of my characters which removes the max dex bonus restriction.
Try the modifier “Set - AC Max Dex Armored Modifier” to the maximum number you desire.
This appears to override the max base of any armour chosen, but has to be inputted as the final entry on any home brew creation (so it takes priority over the base armour).
I'm having exactly the opposite problem, I'm trying to create a special set of light armour that ignores a negative dex mod, but none of the overrides options actually override anything, and the " set AC" modifier sets the pre-dex-modified value.
Bug still present, but I'm guessing at this point, 3 years later it's not going to get fixed. I can't get any of the bug workarounds to work. If I add Dex as a modifier, it adds my +5 on top of the max 2 (OP AF) or if I try to just add a max dex modifier, it doesn't override the base of the armor like someone said it did....
For anyone else actually coming across this issue in the future (or still having this issue), there's actually a bit in the Players Handbook under the Equipment section:
"Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative."
Just thought I'd throw this in here because my group had this issue recently as well.
Magic items / homebrew should be able to override that. It is a general rule, and specific beats general. So if a suit of heavy armor states that it does let you add your DEX, then you would get to add your DEX, regardless of the general rule that states heavy armor doesn't. The options to override that general rule exist in the homebrew creation tools, and are in TWO different places, but they don't seem to be working.
This is still an issue in March 2024, at least for heavy armor homebrew.
They do work, but you gotta use both of them.
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