Defense & Survivability Engine • D&D 5e & 2024 Rules

D&D 5e Armor Class (AC) Calculator

Calculate your exact Armor Class across Light, Medium, and Heavy armor suits. Factor Dexterity caps, Barbarian and Monk Unarmored Defense, shields, magic item enhancements, reaction spells, and simulate incoming monster hit probability.

Effective Combat AC
16
75 gp • 55 lb
Passive / Base AC
16
Without reactions or temporary buffs
Touch AC (Dex Only)
10
Ignoring armor & shield bulk
Calculation Formula:
16 (Chain Mail, no Dex bonus)
⚠️ Stealth Disadvantage
✓ Meets Str Req (13/13)
1. Armor Selection
2. Character Ability Scores
3. Shields & Magic Items
4. Active Spells & Reactions
5. Combat Hit Probability Simulator
Enemy Hit Chance
50% (Miss: 50%)
Critical Hit Risk
5% (Nat 20)

The Complete Guide to Armor Class (AC) in D&D 5e & 2024 Rules

In Dungeons & Dragons 5th Edition, your Armor Class (AC) is the foundational metric of physical combat defense. Whether an arrow glances harmlessly off your full plate or a rogue gracefully sidesteps a dragon's claws, every physical attack roll must meet or exceed your AC to deal damage.

Unlike earlier editions such as 3.5e or AD&D—where high-level characters stacked dozens of exotic armor bonuses to reach ACs exceeding 40 or 50—5th Edition was built around the philosophy of Bounded Accuracy. In 5e, Armor Class generally ranges from 10 to 22 for most characters throughout their careers, with rare magical stacking reaching 25 to 30. Because enemy attack bonuses scale modestly (+3 at level 1 to +14 at CR 20+), every single point of AC remains mathematically vital across all twenty levels of play.

How Armor Categories Work in 5e

Mundane armor in the 5e Player's Handbook is divided into three distinct categories, each designed for different character archetypes and ability score investments:

Armor Suit Category Base AC Formula Dex Cap Min Str Stealth Penalty Cost
Padded Light 11 + Dex mod None — Disadvantage 5 gp
Leather Light 11 + Dex mod None — None 10 gp
Studded Leather Light 12 + Dex mod None — None 45 gp
Hide Medium 12 + Dex mod Max +2 — None 10 gp
Chain Shirt Medium 13 + Dex mod Max +2 — None 50 gp
Scale Mail Medium 14 + Dex mod Max +2 — Disadvantage 50 gp
Breastplate Medium 14 + Dex mod Max +2 — None 400 gp
Half Plate Medium 15 + Dex mod Max +2 — Disadvantage 750 gp
Ring Mail Heavy 14 (Flat) None (+0) — Disadvantage 30 gp
Chain Mail Heavy 16 (Flat) None (+0) Str 13 Disadvantage 75 gp
Splint Heavy 17 (Flat) None (+0) Str 15 Disadvantage 200 gp
Plate Heavy 18 (Flat) None (+0) Str 15 Disadvantage 1,500 gp

Unarmored Defense & Non-Stacking AC Rules

One of the most frequent rules questions at tabletop gaming sessions is: "Can I stack Barbarian Unarmored Defense with Monk Unarmored Defense or Mage Armor?"

The answer by official Rules As Written (RAW) is an emphatic NO. In 5th Edition, rules that determine your Armor Class fall into two distinct mechanical categories:

  • Base AC Calculations: These provide a complete mathematical formula for calculating your base AC. Examples include 10 + Dex (default unarmored), 10 + Dex + Con (Barbarian), 10 + Dex + Wis (Monk), 13 + Dex (Mage Armor or Draconic Resilience), and 18 (Full Plate). You can only ever use one base AC calculation at a time. If multiple calculations apply to your character, you choose which one to benefit from.
  • AC Modifiers (Bonuses): These are flat numeric additions that apply on top of whichever base calculation you choose. Examples include Shields (+2), the Defense Fighting Style (+1 while wearing armor), the Shield of Faith spell (+2), and Cover (+2 or +5). These bonuses stack cleanly with your chosen base calculation, provided you meet their specific prerequisites.

Understanding the Math of Hit Probability & Effective HP

Because attack rolls use a twenty-sided die (\(d20\)), every single +1 increase in Armor Class reduces an enemy's chance to hit by exactly 5 percentage points (unless the roll is restricted by automatic Natural 1 misses or Natural 20 hits).

However, the defensive value of that 5% increases exponentially the higher your AC becomes. Consider an enemy with a +5 attack bonus attacking two different characters:

  • Character A (AC 12): The monster needs a roll of 7 or higher on the d20 to hit (\(20 - 7 + 1 = 14\) outcomes, or a 70% hit chance). Increasing AC to 13 drops the hit chance from 70% to 65% (a \(\approx 7.1\%\) reduction in incoming damage).
  • Character B (AC 20): The monster needs a roll of 15 or higher to hit (6 outcomes, or a 30% hit chance). Increasing AC to 21 drops the hit chance from 30% to 25% (a 16.7% reduction in incoming damage).
  • Character C (AC 24): The monster only hits on a 19 or 20 (10% hit chance). Increasing AC to 25 means the monster only hits on a Natural 20 (5% hit chance)—effectively halving all incoming attack damage!

This compounding value is why defensive reactions—such as the wizard's Shield spell (+5 AC until the start of your next turn)—are considered among the most powerful combat survival tools in the entire game.

Explore Complementary Combat Tools

Frequently Asked Questions About 5e Armor & AC

No. The Bladesinging feature explicitly states that Bladesong ends immediately if you don Medium or Heavy armor or equip a Shield. Bladesingers must rely on Light armor (such as Studded Leather) or the Mage Armor spell, adding both their Dexterity modifier and their Intelligence modifier to their AC during Bladesong.
Yes, severely! According to the Player's Handbook (Chapter 5: Equipment), if you wear armor that you lack proficiency with, you have Disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you cannot cast any spells. Always ensure your class, race, or feats grant proper armor proficiency before equipping a suit.
No. A shield is listed under the "Armor and Shields" table as its own distinct item category. The official wording of the Defense Fighting Style requires you to be "wearing armor". Wearing only regular clothes and holding a shield does not qualify for the Defense Fighting Style +1 bonus. You must wear at least Light, Medium, or Heavy armor.
Cover provides significant defensive bonuses: Half Cover (such as hiding behind a low stone wall, furniture, or another creature) grants a +2 bonus to AC and Dexterity saving throws. Three-Quarters Cover (such as an arrow slit or thick portcullis) grants a +5 bonus to AC and Dexterity saving throws. Total Cover prevents an attacker from targeting you directly with attacks or spells.