I am trying to adjust the AC of my Bladesinger wizard to reflect the use of Mage Armor. If i change "Override Base Armor + Dex" it sets my AC to the number I entered. Shouldn't this be the number I entered plus my dex bonus?
Example I set "Override Base Armor + Dex" to 13 my AC displays as 13 not 17.
If I change "Override AC" it just sets my AC to 13. Which is what i would expect to happen. But in the case of something that changes your Base AC like Mage Armor and still gets your Dex bonus, I would think that there should be an option on the customize AC page to do this.
New here and not sure of the ettiquette involved in reviving old threads, but I'm also having this issue. My warlock just took the Armor of Shadows invocation and since the AC doesn't automatically update to reflect that (which would be nice), I entered used the "Override base armor + DEX". Like Kriegmstr, it doesn't incorporate my DEX in, which means I'll have to remember to update it manually if my DEX changes down the road. Seems like a bug to me.
So what’s the difference between “override ac” and “override base armor + dex”? Also mage armor is NOT +3 to ac. It is set to 13+dex. Right now there is no way to set exactly what it does.
You can try this: If you have a tortle with 20 dex and has mage armor spell, you have no way to set it to a dynamic 18 (changed by dex).
There is an option to straight up override your entire AC... There is option to override your 'base AC' + DEX... But what we REALLYneed is an option to JUST override your 'base AC'. So a mage can just drop a 13 in the field for mage armor.
There is an option to straight up override your entire AC... There is option to override your 'base AC' + DEX... But what we REALLYneed is an option to JUST override your 'base AC'. So a mage can just drop a 13 in the field for mage armor.
I prefer making a Mage Armour magic item. It does it perfectly, make it Legendary and it always appears at the top of the inventory, and you can toggle it on and off by equipping un-equipping it as needed. You can do this for a lot of frequently used temp buffs - it works well.
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I know this is a bit of an old thread now but I was still hoping to get an explanation on what the difference between Override AC and Override Base Armor + DEX is. As others said it doesn't make sense that they do the same thing. I have created a magic item for myself which gives me my mage armor effect however would still like to know what the difference between the two is.
Your AC is calculate as: Base Armor Class (set by spell or mundane armor) + DEX bonus + shield bonus + whatever bonus + ....
When you customize the "Override AC"... it ignores EVERYTHING and just sets your AC to (Override AC customization value).
When you customize your "Base AC + DEX"....your AC shows as: (Base AC + DEX customization value) + shield bonus + whatever bonus + ....
Its doing exactly what it implies. The problem with it is that "Base AC + DEX" doesn't seem to be a very useful customization option. What spell or effect alters your base AC and DEX modified but nothing else?
What would be more useful?
Override Base AC (only): Mage Armor, Draconic Resilience, Lizard Folk Natural Armor Set Minimum AC: Barkskin
Your AC is calculate as: Base Armor Class (set by spell or mundane armor) + DEX bonus + shield bonus + whatever bonus + ....
When you customize the "Override AC"... it ignores EVERYTHING and just sets your AC to (Override AC customization value).
When you customize your "Base AC + DEX"....your AC shows as: (Base AC + DEX customization value) + shield bonus + whatever bonus + ....
Its doing exactly what it implies. The problem with it is that "Base AC + DEX" doesn't seem to be a very useful customization option. What spell or effect alters your base AC and DEX modified but nothing else?
What would be more useful?
Override Base AC (only): Mage Armor, Draconic Resilience, Lizard Folk Natural Armor Set Minimum AC: Barkskin
It's useful for creating/changing armour or providing armour-like effects.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I'm not saying " override Base AC + DEX" is completely useless. You could always homebrew a weird effect that replaces any armor you are wearing and prevents you from using your DEX.... but nothing else. I think that's pretty edge case, though.
Compare that with the large number of folks who are just playing with published rules and effects. I'd be fine with "override base AC + DEX" if they ALSO provided the options I mentioned above.
Or... you know... a condition tracker on your character... where you can just "toggle" your mage armor or barkskin spell. That would be nice, too.
Hi all, Late reply to this topic but I figured out the issue. Not sure if others are experiencing the same issue, but Custom Armor for me was not adding the bonus. The issue I experienced is that the bonus armor was not the first modifier. So Add Modifier -> Bonus -> Armor Class -> +2. If you make it the first modifier, then add any other modifiers afterwards, then everything works perfectly.
I am trying to adjust the AC of my Bladesinger wizard to reflect the use of Mage Armor. If i change "Override Base Armor + Dex" it sets my AC to the number I entered. Shouldn't this be the number I entered plus my dex bonus?
Example I set "Override Base Armor + Dex" to 13 my AC displays as 13 not 17.
If I change "Override AC" it just sets my AC to 13. Which is what i would expect to happen. But in the case of something that changes your Base AC like Mage Armor and still gets your Dex bonus, I would think that there should be an option on the customize AC page to do this.
I am also having this issue. Just how does the AC overrides supposed to work?
New here and not sure of the ettiquette involved in reviving old threads, but I'm also having this issue. My warlock just took the Armor of Shadows invocation and since the AC doesn't automatically update to reflect that (which would be nice), I entered used the "Override base armor + DEX". Like Kriegmstr, it doesn't incorporate my DEX in, which means I'll have to remember to update it manually if my DEX changes down the road. Seems like a bug to me.
I select the Customize option and add the +3 to the magic bonus. That will take care of things like Dex increases.
Just for clarity, the "override base armor + DEX" does exactly what it says"
The value you enter is replacing (overriding) your base armor and is also replacing (overriding) the AC you gain from your dex bonus.
If you have a spell grant you an additional 3 AC for example, then you're best using the "Additional Misc Bonus" field.
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So what’s the difference between “override ac” and “override base armor + dex”? Also mage armor is NOT +3 to ac. It is set to 13+dex. Right now there is no way to set exactly what it does.
You can try this: If you have a tortle with 20 dex and has mage armor spell, you have no way to set it to a dynamic 18 (changed by dex).
Forgot to follow up on this post. What I was trying to imply was that one of the two customize options should automatically add the dex bonus.
As of 12/4/2019:
There is an option to straight up override your entire AC...
There is option to override your 'base AC' + DEX...
But what we REALLY need is an option to JUST override your 'base AC'. So a mage can just drop a 13 in the field for mage armor.
- Alan
I prefer making a Mage Armour magic item. It does it perfectly, make it Legendary and it always appears at the top of the inventory, and you can toggle it on and off by equipping un-equipping it as needed. You can do this for a lot of frequently used temp buffs - it works well.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
That is a fantastic idea!
- Alan
I know this is a bit of an old thread now but I was still hoping to get an explanation on what the difference between Override AC and Override Base Armor + DEX is. As others said it doesn't make sense that they do the same thing. I have created a magic item for myself which gives me my mage armor effect however would still like to know what the difference between the two is.
Your AC is calculate as: Base Armor Class (set by spell or mundane armor) + DEX bonus + shield bonus + whatever bonus + ....
When you customize the "Override AC"... it ignores EVERYTHING and just sets your AC to (Override AC customization value).
When you customize your "Base AC + DEX"....your AC shows as: (Base AC + DEX customization value) + shield bonus + whatever bonus + ....
Its doing exactly what it implies. The problem with it is that "Base AC + DEX" doesn't seem to be a very useful customization option. What spell or effect alters your base AC and DEX modified but nothing else?
What would be more useful?
Override Base AC (only): Mage Armor, Draconic Resilience, Lizard Folk Natural Armor
Set Minimum AC: Barkskin
- Alan
It's useful for creating/changing armour or providing armour-like effects.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I'm not saying " override Base AC + DEX" is completely useless. You could always homebrew a weird effect that replaces any armor you are wearing and prevents you from using your DEX.... but nothing else. I think that's pretty edge case, though.
Compare that with the large number of folks who are just playing with published rules and effects. I'd be fine with "override base AC + DEX" if they ALSO provided the options I mentioned above.
Or... you know... a condition tracker on your character... where you can just "toggle" your mage armor or barkskin spell. That would be nice, too.
- Alan
Thanks, I totally get what it means now and the difference between the two.
Hi all, Late reply to this topic but I figured out the issue. Not sure if others are experiencing the same issue, but Custom Armor for me was not adding the bonus. The issue I experienced is that the bonus armor was not the first modifier. So Add Modifier -> Bonus -> Armor Class -> +2. If you make it the first modifier, then add any other modifiers afterwards, then everything works perfectly.