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.
Thanks. Good point. There doesn't happen to be a way to make an armor type ... not count as armor, is there? That's likely a case of having my cake and trying to eat it too :) Okay, I'll revisit the idea.
edit: I took the advice and altered it into a wondrous item. The armor version exists in the versions (see version 1.4 a). There are other items out there that do the same thing, but if you want some flavor text and documentation on how to recreate the item, check it out!
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.
Thanks. Good point. There doesn't happen to be a way to make an armor type ... not count as armor, is there? That's likely a case of having my cake and trying to eat it too :) Okay, I'll revisit the idea.
There is not, Even the Pride Silk Outfit item from Explorer's Guide to Wildemount is listed as light armor even though technically it isn't. Equipping the clothes to a Monk also takes away their class features when technically it shouldn't.
I took TigerApricot's advice and altered my Mage Armor into a wondrous item. The armor based version exists in the versions (see version 1.4 a). There are absolutely other items out there that do the same thing, but if you want some flavor text and documentation on how to recreate the item, check it out.
I know this is an older post, but I wanted to chime in because I was looking for an answer to the mage armor question...
Under AC/Customize...
Can we get an option to ONLY change Base AC??? With all of the options there, the one that (I Feel) would be most useful isn't present, and that is the ability to change BASE AC.
This would allow Dex Bonus to self adjust as normal, but give players and DM's a way to Modify base AC through spells, or game driven effects, without altering other mechanics that we all rely on.
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40+ year D&D Veteran, Roleplaying and Character Dev. are my jam, but I equally enjoy all pillars of play.
it isn't an error, you can change the ac by clicking on it and clicking customize. in there you add any bonuses from magic and other effects that dont automaticly calculate.
Is there still a bug on this? I see an option to "Override AC" and another to Override Base Armor + DEX. But they both appear to have the same effect which is override the AC to the number I set but NOT include the Dex modifier. I thought the second one would have added DEX but I don't know what to do to make that calculate.
I just used "Additional Magic Bonus" to get it to work but feel like the first two are redundant as is.
Those two options tell the system “This is the AC.” But one of those tells the system “This is the AC including the Dex Mod.” What exact difference that distinction makes as far as the system is concerned I have absolutely no idea.
For something like Mage Armor however, the “Additional Magic Bonus” field is (I believe) the one that DDB expects us to use.
For anyone who is wondering why Mage Armor doesn’t automatically adjust your AC, there are two reasons:
Temporary effects such as that are still currently not supported on DDB’s character sheet. There is no function for something like that to turn on/off without using a Magic Item to trigger the interaction. They plan to add temporary/modal/modular/(whatever) effects, but there is no ETA on that feature.
There is no way to tell the Character Sheet what the actual target is for spells out characters cast. That means there is no way to tell the system if your character is casting the spell on themselves or some other creature like a fellow party member, NPC, or even your familiar.
Those two options tell the system “This is the AC.” But one of those tells the system “This is the AC including the Dex Mod.” What exact difference that distinction makes as far as the system is concerned I have absolutely no idea.
For something like Mage Armor however, the “Additional Magic Bonus” field is (I believe) the one that DDB expects us to use.
For anyone who is wondering why Mage Armor doesn’t automatically adjust your AC, there are two reasons:
Temporary effects such as that are still currently not supported on DDB’s character sheet. There is no function for something like that to turn on/off without using a Magic Item to trigger the interaction. They plan to add temporary/modal/modular/(whatever) effects, but there is no ETA on that feature.
There is no way to tell the Character Sheet what the actual target is for spells out characters cast. That means there is no way to tell the system if your character is casting the spell on themselves or some other creature like a fellow party member, NPC, or even your familiar.
I hope that helps.
Understood, system couldn't handle it yet. Needs further development.
Since it is now July 2021 (2 years since this was last discussed). Any development queued to add this feature? @dndbeyond
Those two options tell the system “This is the AC.” But one of those tells the system “This is the AC including the Dex Mod.” What exact difference that distinction makes as far as the system is concerned I have absolutely no idea.
For something like Mage Armor however, the “Additional Magic Bonus” field is (I believe) the one that DDB expects us to use.
For anyone who is wondering why Mage Armor doesn’t automatically adjust your AC, there are two reasons:
Temporary effects such as that are still currently not supported on DDB’s character sheet. There is no function for something like that to turn on/off without using a Magic Item to trigger the interaction. They plan to add temporary/modal/modular/(whatever) effects, but there is no ETA on that feature.
There is no way to tell the Character Sheet what the actual target is for spells out characters cast. That means there is no way to tell the system if your character is casting the spell on themselves or some other creature like a fellow party member, NPC, or even your familiar.
I hope that helps.
Understood, system couldn't handle it yet. Needs further development.
Since it is now July 2021 (2 years since this was last discussed). Any development queued to add this feature? @dndbeyond
Ummm, this was just last discussed on February 22 of 2021. So not 2 years, but in fact only 5 months.
They have an extensive plan to add everything, it just hasn’t happened yet.
This issue is still not fixed? It CANNOT be that hard to program the site so that a spell modifies AC. I'm absolutely certain I could teach myself to program it how to do that if I was actually paid for that as my job.
Why are there never any fixes to any bugs on D&D Beyond? Every time I look up if there's a fix for something that's busted. The forum post is from 2017 and was never resolved.
It's not a 'bug' because it was never programmed to do it. Mage Armor has a specified span of time for which it is active. The character sheet has no way of knowing how long has passed 'in game' and therefore no way to tell when time is up on the spell. They don't want to solve one problem and create a new problem, so they're not providing a solution until they can solve both problems, since there are ways to manually set your AC or homebrew tools to create your own homebrew workaround that also doesn't solve the limited-time problem.
It's not a 'bug' because it was never programmed to do it. Mage Armor has a specified span of time for which it is active. The character sheet has no way of knowing how long has passed 'in game' and therefore no way to tell when time is up on the spell. They don't want to solve one problem and create a new problem, so they're not providing a solution until they can solve both problems, since there are ways to manually set your AC or homebrew tools to create your own homebrew workaround that also doesn't solve the limited-time problem.
In addition to this👆the character sheet has no way of knowing if/when you’re casting it on your own character or someone else’s.
They should give the option. Hell, there should be an option to cast it on someone else. Downloading and modifying a bunch of homebrew items to fix Beyond's laziness/incompetence is not a great look
They should give the option. Hell, there should be an option to cast it on someone else. Downloading and modifying a bunch of homebrew items to fix Beyond's laziness/incompetence is not a great look
With respect, no dev is going to spend the days to weeks of coding, days to weeks of testing, weeks to months of paperwork -- all because you're too lazy to take 10 seconds to edit your AC.
It is not worth the time, effort and money. They have better things to focus on.
Either customise the AC on the sheet or, if preferable, just make an item to toggle it.
Thanks. Good point. There doesn't happen to be a way to make an armor type ... not count as armor, is there? That's likely a case of having my cake and trying to eat it too :) Okay, I'll revisit the idea.
edit: I took the advice and altered it into a wondrous item. The armor version exists in the versions (see version 1.4 a). There are other items out there that do the same thing, but if you want some flavor text and documentation on how to recreate the item, check it out!
There is not, Even the Pride Silk Outfit item from Explorer's Guide to Wildemount is listed as light armor even though technically it isn't. Equipping the clothes to a Monk also takes away their class features when technically it shouldn't.
Check out my latest homebrew: Mystic Knight (Fighter) v1.31
I took TigerApricot's advice and altered my Mage Armor into a wondrous item. The armor based version exists in the versions (see version 1.4 a). There are absolutely other items out there that do the same thing, but if you want some flavor text and documentation on how to recreate the item, check it out.
I know this is an older post, but I wanted to chime in because I was looking for an answer to the mage armor question...
Under AC/Customize...
Can we get an option to ONLY change Base AC??? With all of the options there, the one that (I Feel) would be most useful isn't present, and that is the ability to change BASE AC.
This would allow Dex Bonus to self adjust as normal, but give players and DM's a way to Modify base AC through spells, or game driven effects, without altering other mechanics that we all rely on.
40+ year D&D Veteran, Roleplaying and Character Dev. are my jam, but I equally enjoy all pillars of play.
it isn't an error, you can change the ac by clicking on it and clicking customize. in there you add any bonuses from magic and other effects that dont automaticly calculate.
woow ! Why Mage Armor do this ! تحميل google play
Is there still a bug on this? I see an option to "Override AC" and another to Override Base Armor + DEX. But they both appear to have the same effect which is override the AC to the number I set but NOT include the Dex modifier. I thought the second one would have added DEX but I don't know what to do to make that calculate.
I just used "Additional Magic Bonus" to get it to work but feel like the first two are redundant as is.
Those two options tell the system “This is the AC.” But one of those tells the system “This is the AC including the Dex Mod.” What exact difference that distinction makes as far as the system is concerned I have absolutely no idea.
For something like Mage Armor however, the “Additional Magic Bonus” field is (I believe) the one that DDB expects us to use.
For anyone who is wondering why Mage Armor doesn’t automatically adjust your AC, there are two reasons:
I hope that helps.
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Understood, system couldn't handle it yet. Needs further development.
Since it is now July 2021 (2 years since this was last discussed). Any development queued to add this feature? @dndbeyond
Ummm, this was just last discussed on February 22 of 2021. So not 2 years, but in fact only 5 months.
They have an extensive plan to add everything, it just hasn’t happened yet.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
what I do is go into the AC menu and add a magical +3 bonus, and remove it when Im done
How does this interact with items like bracers of defense, where it only works if you are not wearing armor?
The Bracers of Defense would still apply to someone using Mage Armor, since that's not actual armor.
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So Mage Armor cast on a Barbarian could net them an AC of 13 + Dex mod + Con mod?
RAW, no. Mage Armor specifically says DEX + 13, not whatever your your unarmored defense is + 3.
I use a magic item to do this. Equip the item when the spell is cast. Unequip when the spell fades.
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This issue is still not fixed? It CANNOT be that hard to program the site so that a spell modifies AC. I'm absolutely certain I could teach myself to program it how to do that if I was actually paid for that as my job.
Why are there never any fixes to any bugs on D&D Beyond? Every time I look up if there's a fix for something that's busted. The forum post is from 2017 and was never resolved.
It's not a 'bug' because it was never programmed to do it. Mage Armor has a specified span of time for which it is active. The character sheet has no way of knowing how long has passed 'in game' and therefore no way to tell when time is up on the spell. They don't want to solve one problem and create a new problem, so they're not providing a solution until they can solve both problems, since there are ways to manually set your AC or homebrew tools to create your own homebrew workaround that also doesn't solve the limited-time problem.
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In addition to this👆the character sheet has no way of knowing if/when you’re casting it on your own character or someone else’s.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
They should give the option. Hell, there should be an option to cast it on someone else. Downloading and modifying a bunch of homebrew items to fix Beyond's laziness/incompetence is not a great look
With respect, no dev is going to spend the days to weeks of coding, days to weeks of testing, weeks to months of paperwork -- all because you're too lazy to take 10 seconds to edit your AC.
It is not worth the time, effort and money. They have better things to focus on.
Either customise the AC on the sheet or, if preferable, just make an item to toggle it.
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