When u have the spell prepared, there should be a button to turn it on or off. This isn’t a video game but the tool set should help with this. Whole reason of going digital is so I don’t have to keep a side sheet of paper to write down my current ac is 16 because of mage Armour. The ac should list 16 and have mage Armour or a icon beside it showing temporary.
I've had this issue as well. As a workaround, I gave myself some "Elven Chain" armor that adds 3 to my AC & doesn't require the proficiency. I just take the armor off when not using the spell.
If you click on your AC and choose customize there is a place to add bonuses from more than one source and you can add a note as to the source of the bonus.
If you click on your AC and choose customize there is a place to add bonuses from more than one source and you can add a note as to the source of the bonus.
This is awesome and way better than my workaround. Thanks!
I do like being able to do overrides, but it would be nice to be able to add a toggle from a customized option... particularly for something very common like Mage Armor, or just make us an item called Mage Armor that isn't a Chain Shirt so we can use Wield on it when the spell has been cast but that we can take off and put back on the next morning again. Sorry we are whiny about this... but being able to craft it without having to use something that limits Dexterity would be nice. My level 1 elven mage rolled two stats really well... and has good intelligence and dexterity. If I build it out as Chain Shirt for the Base of 13, then it limits the Dexterity bonus. Can we please have a Mage Armor item in the Equipment list that is Base AC 13 and allows Dexterity bonuses that aren't limited?
Currently I am doing a complete override and adding 13 + Dex because there isn't an option to modify just the Base AC so that it still applies all other modifiers correctly. Maybe that would be easier. Base AC Override that doesn't replace the entire AC stack.
I do like being able to do overrides, but it would be nice to be able to add a toggle from a customized option... particularly for something very common like Mage Armor, or just make us an item called Mage Armor that isn't a Chain Shirt so we can use Wield on it when the spell has been cast but that we can take off and put back on the next morning again. Sorry we are whiny about this... but being able to craft it without having to use something that limits Dexterity would be nice. My level 1 elven mage rolled two stats really well... and has good intelligence and dexterity. If I build it out as Chain Shirt for the Base of 13, then it limits the Dexterity bonus. Can we please have a Mage Armor item in the Equipment list that is Base AC 13 and allows Dexterity bonuses that aren't limited?
Currently I am doing a complete override and adding 13 + Dex because there isn't an option to modify just the Base AC so that it still applies all other modifiers correctly. Maybe that would be easier. Base AC Override that doesn't replace the entire AC stack.
Just copy elven chain and set the armor type to studded leather, then change the name to "Mage Armor" and add it to your character.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
What about a way to save common overrides? Create it once and choose to save it. Then its just a radio button to make the change. I would also like to see this with speed, the bladesong affects that as well.
After some looking, I found another workaround using the magic item creator. Allow homebrew items then make a wondrous item and if the modifiers select set and minimum base armor and then put 13 in the fixed value. That will let you have a magic item that will work as mage armor and update your AC that can be taken on or off.
Just make sure you customize the third option - "additional Magic Bonus". The first one will override the entire AC (making it ONLY 3). The second one, would add in your Dex modifier but still keep it low. The 3rd option would add it to your total as a specific magic bonus.
If you click on Armor Class on your sheet, there is a customise option. Click on customise and add the new difference (which should be 3). Play around with it and you will see how it works.
I have a question. With mage armour does it increase the base armor to 13 and then you add your dex modifiers,
OR
is the base armour class increased to thirteen plus your dex?
If you had a dex modifier of +4, your a/c would be 17; whereas, under the second option, it would be 21?
After revisiting first a try and making a mage armor item, I did some messing around and came up with something a bit better but only works as long as your not using a race with natural armor. My New Mage Armor
You can cast mage armour on any willing creature, including yourself. If casting it updated your character's AC automatically, this would break the spell's intended effect by ruling out the ability to cast it on anyone but yourself (without having to go in and change your AC back manually). That casting it in D&DB uses a spell slot is correct in my view, because if I wanted to cast it on another character, how could I select them (currently)?.
You can click your AC in your character sheet and customise to override it though easily enough!
Your characters can equip homebrewed Mage Armor after casting the spell. This is a solution that others mentioned, but I was not satisfied with the options I saw in the homebrew community. Here's my solution: Mage Armor [Buff].
I made sure the item satisfied these criteria:
It provides AC=13+DEX, with no restriction on max DEX.
It's classified as armor, as opposed to a ring or wondrous item.
The name indicates that it is atypical, in that it's the result of a buff.
It's weightless and has no sale value.
The homebrew item is well-documented (*)
There's some flavor text :)
Please let me know if you have suggestions or improvements. I wish you could set a trigger to unequip it after a long rest, but I don't believe there's an API for that. Anyway, I hope you find it useful.
(*) I'm new to DnD Beyond, but it seems like you can't edit or fork other people's homebrews to make your own version, which is unfortunate. I decided to document my homebrew settings as preformatted text in the description and add some notes to guide someone else to recreate it. Is there a way to see how people script item? Hell, is there even documentation for all the homebrew settings? That would be very nice.
Your characters can equip homebrewed Mage Armor after casting the spell. This is a solution that others mentioned, but I was not satisfied with the options I saw in the homebrew community. Here's my solution: Mage Armor [Buff].
I made sure the item satisfied these criteria:
It provides AC=13+DEX, with no restriction on max DEX.
It's classified as armor, as opposed to a ring or wondrous item.
The name indicates that it is atypical, in that it's the result of a buff.
It's weightless and has no sale value.
The homebrew item is well-documented (*)
There's some flavor text :)
Please let me know if you have suggestions or improvements. I wish you could set a trigger to unequip it after a long rest, but I don't believe there's an API for that. Anyway, I hope you find it useful.
(*) I'm new to DnD Beyond, but it seems like you can't edit or fork other people's homebrews to make your own version, which is unfortunate. I decided to document my homebrew settings as preformatted text in the description and add some notes to guide someone else to recreate it. Is there a way to see how people script item? Hell, is there even documentation for all the homebrew settings? That would be very nice.
So the disadvantage here of basing your item off of armor rather than as a wondrous item is that it conflicts with features that require the target to be unarmored. The easiest example would be a Monk's Unarmored Defense/Movement and Martial Arts. Obviously it won't come up often as you'd need a 15 or lower Wisdom score (+2 or lower modifier) to even benefit from the Mage Armor spell as a Monk, but it could happen. If I equipped this homebrew item you linked here, I'd see my sheet drop my movement speed down to my base movement, my unarmed attacks, and attacks with non-finesse Monk weapons would no longer scale with the Martial Arts die or use Dexterity rather than Strength.
Mage Armor RAW isn't armor and thus doesn't conflict with these or other similar features and as such I'd recommend using a wondrous item such as a ring or amulet as your base item for homebrewing.
There were a number of threads with the same discussion, which I have merged.
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When u have the spell prepared, there should be a button to turn it on or off. This isn’t a video game but the tool set should help with this. Whole reason of going digital is so I don’t have to keep a side sheet of paper to write down my current ac is 16 because of mage Armour. The ac should list 16 and have mage Armour or a icon beside it showing temporary.
You don't have to use a side sheet for this. If you click on your Armor Class, you will be given the option to update it with your Mage Armor.
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Did not know I could override! Thanks
I've had this issue as well. As a workaround, I gave myself some "Elven Chain" armor that adds 3 to my AC & doesn't require the proficiency. I just take the armor off when not using the spell.
If you click on your AC and choose customize there is a place to add bonuses from more than one source and you can add a note as to the source of the bonus.
I do like being able to do overrides, but it would be nice to be able to add a toggle from a customized option... particularly for something very common like Mage Armor, or just make us an item called Mage Armor that isn't a Chain Shirt so we can use Wield on it when the spell has been cast but that we can take off and put back on the next morning again. Sorry we are whiny about this... but being able to craft it without having to use something that limits Dexterity would be nice. My level 1 elven mage rolled two stats really well... and has good intelligence and dexterity. If I build it out as Chain Shirt for the Base of 13, then it limits the Dexterity bonus. Can we please have a Mage Armor item in the Equipment list that is Base AC 13 and allows Dexterity bonuses that aren't limited?
Currently I am doing a complete override and adding 13 + Dex because there isn't an option to modify just the Base AC so that it still applies all other modifiers correctly. Maybe that would be easier. Base AC Override that doesn't replace the entire AC stack.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I would also suggest changing the weight to 0, otherwise the spell has an encumbrance value.
What about a way to save common overrides? Create it once and choose to save it. Then its just a radio button to make the change. I would also like to see this with speed, the bladesong affects that as well.
After some looking, I found another workaround using the magic item creator. Allow homebrew items then make a wondrous item and if the modifiers select set and minimum base armor and then put 13 in the fixed value. That will let you have a magic item that will work as mage armor and update your AC that can be taken on or off.
Just make sure you customize the third option - "additional Magic Bonus". The first one will override the entire AC (making it ONLY 3). The second one, would add in your Dex modifier but still keep it low. The 3rd option would add it to your total as a specific magic bonus.
If you click on Armor Class on your sheet, there is a customise option. Click on customise and add the new difference (which should be 3). Play around with it and you will see how it works.
I have a question. With mage armour does it increase the base armor to 13 and then you add your dex modifiers,
OR
is the base armour class increased to thirteen plus your dex?
If you had a dex modifier of +4, your a/c would be 17; whereas, under the second option, it would be 21?
Is anyone able to clarify this for me?
The first option is the correct one.
Thanks to you all who have given me advice on this topic. It is much appreciated.
After revisiting first a try and making a mage armor item, I did some messing around and came up with something a bit better but only works as long as your not using a race with natural armor. My New Mage Armor
You can cast mage armour on any willing creature, including yourself. If casting it updated your character's AC automatically, this would break the spell's intended effect by ruling out the ability to cast it on anyone but yourself (without having to go in and change your AC back manually). That casting it in D&DB uses a spell slot is correct in my view, because if I wanted to cast it on another character, how could I select them (currently)?.
You can click your AC in your character sheet and customise to override it though easily enough!
Your characters can equip homebrewed Mage Armor after casting the spell. This is a solution that others mentioned, but I was not satisfied with the options I saw in the homebrew community. Here's my solution: Mage Armor [Buff].
I made sure the item satisfied these criteria:
Please let me know if you have suggestions or improvements. I wish you could set a trigger to unequip it after a long rest, but I don't believe there's an API for that. Anyway, I hope you find it useful.
(*) I'm new to DnD Beyond, but it seems like you can't edit or fork other people's homebrews to make your own version, which is unfortunate. I decided to document my homebrew settings as preformatted text in the description and add some notes to guide someone else to recreate it. Is there a way to see how people script item? Hell, is there even documentation for all the homebrew settings? That would be very nice.
So the disadvantage here of basing your item off of armor rather than as a wondrous item is that it conflicts with features that require the target to be unarmored. The easiest example would be a Monk's Unarmored Defense/Movement and Martial Arts. Obviously it won't come up often as you'd need a 15 or lower Wisdom score (+2 or lower modifier) to even benefit from the Mage Armor spell as a Monk, but it could happen. If I equipped this homebrew item you linked here, I'd see my sheet drop my movement speed down to my base movement, my unarmed attacks, and attacks with non-finesse Monk weapons would no longer scale with the Martial Arts die or use Dexterity rather than Strength.
Mage Armor RAW isn't armor and thus doesn't conflict with these or other similar features and as such I'd recommend using a wondrous item such as a ring or amulet as your base item for homebrewing.
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