Hi guys. Have a question about the homebrew formula for this particular thing:
So Im creating a feature that would give someone a fixed AC if they do not wear armor. Not affected by dexterity. But I also want to make sure that if combined with, say, monk or barbarian, the higher one would be the one recognized. And if they try to wear armor, the AC would be calculated as the armor normal AC would.
Been trying a few tweaks but none of them stick the way I want them to. Can anyone help?
D&D Beyond will automatically always use the best armor calculation. So no need to do that, you can just give a fixed value for AC and D&D Beyond will take care of the rest. For the having no armor thing, I'll let someone else explain that cause I've never tried to do that.
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if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
But I also want to make sure that if combined with, say, monk or barbarian, the higher one would be the one recognized.
Oooh... Dunno about that. I'd be interested to know if this can be done
D&D Beyond automatically picks the higher armor calculation. It's built into the system I believe, try making a monk & barbarian multiclass and changing the WIS & CON stats around. D&D Beyond should automatically switch armor calculations to the best one.
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if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
But I also want to make sure that if combined with, say, monk or barbarian, the higher one would be the one recognized.
Oooh... Dunno about that. I'd be interested to know if this can be done
D&D Beyond automatically picks the higher armor calculation. It's built into the system I believe, try making a monk & barbarian multiclass and changing the WIS & CON stats around. D&D Beyond should automatically switch armor calculations to the best one.
It does, but with an added caveat...
D&D Beyond doesn't care if your character is wearing armor or not.
Say you're a 20th level barbarian with 20 dexterity and 24 constitution for an Unarmored Defense of 22. If you come across some super nice magic armor, like dragon scale mail, and decide to put it on, your AC is supposed to drop to 17 (or 18 if your have Medium Armor Master). But D&D Beyond will automatically use the higher calculation, even if it doesn't make logistical sense.
It's one of a number of problems I have with the character sheets. This is a simple check that could be solved with a boolean expression, but for whatever reason it hasn't been implimented. There are also problems with several different spellcasters, but this isn't the thread for that.
TL;DR If you build a character using the website, double-check the math when you're done.
But I also want to make sure that if combined with, say, monk or barbarian, the higher one would be the one recognized.
Oooh... Dunno about that. I'd be interested to know if this can be done
D&D Beyond automatically picks the higher armor calculation. It's built into the system I believe, try making a monk & barbarian multiclass and changing the WIS & CON stats around. D&D Beyond should automatically switch armor calculations to the best one.
Except it shouldn't because you wouldn't get both. The PHB is quite clear in Chapter 6 - "If you already have the Unarmored Defense feature, you can't gain it again from another class." So between Barbarian and Monk, whichever class you leveled in first would be the Unarmored Defense option you get.
But I also want to make sure that if combined with, say, monk or barbarian, the higher one would be the one recognized.
Oooh... Dunno about that. I'd be interested to know if this can be done
D&D Beyond automatically picks the higher armor calculation. It's built into the system I believe, try making a monk & barbarian multiclass and changing the WIS & CON stats around. D&D Beyond should automatically switch armor calculations to the best one.
Except it shouldn't because you wouldn't get both. The PHB is quite clear in Chapter 6 - "If you already have the Unarmored Defense feature, you can't gain it again from another class." So between Barbarian and Monk, whichever class you leveled in first would be the Unarmored Defense option you get.
Sometimes I feel like we need a flow chart to track all the different ways AC can be modified, and which ones are mutually exclusive with each other.
But I also want to make sure that if combined with, say, monk or barbarian, the higher one would be the one recognized.
Oooh... Dunno about that. I'd be interested to know if this can be done
This method works, thanks! It even works with armor toggle. I can reduce the AC when wearing armor, and when the armor toggle is unchecked, it is back to the unarmored one.
The barbarian monk is indeed a bust tho, lol. Instead of completely replacing Barb;s unarmored AC< it just adds on top of it.
But I also want to make sure that if combined with, say, monk or barbarian, the higher one would be the one recognized.
Oooh... Dunno about that. I'd be interested to know if this can be done
D&D Beyond automatically picks the higher armor calculation. It's built into the system I believe, try making a monk & barbarian multiclass and changing the WIS & CON stats around. D&D Beyond should automatically switch armor calculations to the best one.
Except it shouldn't because you wouldn't get both. The PHB is quite clear in Chapter 6 - "If you already have the Unarmored Defense feature, you can't gain it again from another class." So between Barbarian and Monk, whichever class you leveled in first would be the Unarmored Defense option you get.
Sometimes I feel like we need a flow chart to track all the different ways AC can be modified, and which ones are mutually exclusive with each other.
https://dnd.wizards.com/articles/features/rules-answers-january-2016 is a good place to start. As for which ones are mutually exclusive, that's the easy part. There are abilities/items/etc that calculate or determine your AC, and there are things that give a bonus to your AC. You can only use one method of calculating it at a time(they usually include an equation of some kind like, AC = 10 + Dex + Con, that sort of thing), and you have to meet any prerequisites or you can't use that option. For example, the Mage Armor spell and the Barbarian's Unarmored Defense require that you not be wearing armor, but do not prevent you from using a Shield. The Monk's Unarmored Defense only works if you are not wearing armor and are not using a Shield. Anything that provides a bonus to your AC will stack on top of your calculated AC, again provided you meet any necessary prerequisites. For example, both the Barbarian and Monk can benefit from Bracers Of Defense when using their Unarmored Defense feature, but if the Barbarian chooses to use a Shield, they would lose the +2 from the Bracers and gain +2 from the Shield. Then there's the Barkskin spell. It neither calculates your AC nor does it add a bonus. It merely sets a minimum. Bonuses like Bracers of Defense, a Shield, the Shield spell etc. don't stack on top of Barkskin. At any given time you calculate your AC the way you would if Barkskin wasn't in effect. If that value is less than 16, Barkskin makes it 16. If your AC is 14 and you have Barkskin on you, your AC is 16. If you cast Shield in reaction to an attack, your AC becomes 19, not 21. This includes cover bonuses. If your AC is normally 15, you have Barkskin on you, and you're behind half cover, your effective AC is 17, not 18.
Hi guys. Have a question about the homebrew formula for this particular thing:
So Im creating a feature that would give someone a fixed AC if they do not wear armor. Not affected by dexterity. But I also want to make sure that if combined with, say, monk or barbarian, the higher one would be the one recognized. And if they try to wear armor, the AC would be calculated as the armor normal AC would.
Been trying a few tweaks but none of them stick the way I want them to. Can anyone help?
THanks in advance!
D&D Beyond will automatically always use the best armor calculation. So no need to do that, you can just give a fixed value for AC and D&D Beyond will take care of the rest. For the having no armor thing, I'll let someone else explain that cause I've never tried to do that.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Check this. I proofed some Items and feats. But I bet they could apply to subclasses
Oooh... Dunno about that. I'd be interested to know if this can be done
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D&D Beyond automatically picks the higher armor calculation. It's built into the system I believe, try making a monk & barbarian multiclass and changing the WIS & CON stats around. D&D Beyond should automatically switch armor calculations to the best one.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
It does, but with an added caveat...
D&D Beyond doesn't care if your character is wearing armor or not.
Say you're a 20th level barbarian with 20 dexterity and 24 constitution for an Unarmored Defense of 22. If you come across some super nice magic armor, like dragon scale mail, and decide to put it on, your AC is supposed to drop to 17 (or 18 if your have Medium Armor Master). But D&D Beyond will automatically use the higher calculation, even if it doesn't make logistical sense.
It's one of a number of problems I have with the character sheets. This is a simple check that could be solved with a boolean expression, but for whatever reason it hasn't been implimented. There are also problems with several different spellcasters, but this isn't the thread for that.
TL;DR
If you build a character using the website, double-check the math when you're done.
Except it shouldn't because you wouldn't get both. The PHB is quite clear in Chapter 6 - "If you already have the Unarmored Defense feature, you can't gain it again from another class." So between Barbarian and Monk, whichever class you leveled in first would be the Unarmored Defense option you get.
Yassssss it worked, thanks.
Sometimes I feel like we need a flow chart to track all the different ways AC can be modified, and which ones are mutually exclusive with each other.
This method works, thanks! It even works with armor toggle. I can reduce the AC when wearing armor, and when the armor toggle is unchecked, it is back to the unarmored one.
The barbarian monk is indeed a bust tho, lol. Instead of completely replacing Barb;s unarmored AC< it just adds on top of it.
Welp, thats a failure i guess!
Thanks for the help though, guys!
https://dnd.wizards.com/articles/features/rules-answers-january-2016 is a good place to start. As for which ones are mutually exclusive, that's the easy part. There are abilities/items/etc that calculate or determine your AC, and there are things that give a bonus to your AC. You can only use one method of calculating it at a time(they usually include an equation of some kind like, AC = 10 + Dex + Con, that sort of thing), and you have to meet any prerequisites or you can't use that option. For example, the Mage Armor spell and the Barbarian's Unarmored Defense require that you not be wearing armor, but do not prevent you from using a Shield. The Monk's Unarmored Defense only works if you are not wearing armor and are not using a Shield. Anything that provides a bonus to your AC will stack on top of your calculated AC, again provided you meet any necessary prerequisites. For example, both the Barbarian and Monk can benefit from Bracers Of Defense when using their Unarmored Defense feature, but if the Barbarian chooses to use a Shield, they would lose the +2 from the Bracers and gain +2 from the Shield. Then there's the Barkskin spell. It neither calculates your AC nor does it add a bonus. It merely sets a minimum. Bonuses like Bracers of Defense, a Shield, the Shield spell etc. don't stack on top of Barkskin. At any given time you calculate your AC the way you would if Barkskin wasn't in effect. If that value is less than 16, Barkskin makes it 16. If your AC is 14 and you have Barkskin on you, your AC is 16. If you cast Shield in reaction to an attack, your AC becomes 19, not 21. This includes cover bonuses. If your AC is normally 15, you have Barkskin on you, and you're behind half cover, your effective AC is 17, not 18.
I'm no stranger to the article or the repeat in Sage Advice. It's just annoying having to remember.