![]() Medium Armor: up to 15 + min(2, Dexterity Modifier), maxes out at 17 or 20 (+3).Light Armor: 12 + Dexterity Modifier, maxes out at 17, or 20 (+3).The typical formulas for martial classes ACs are: With a single 1-level dip into Monk, any of those characters can pull the same shenanigans, and being Wisdom-based, they have little opportunity cost for doing so. Furthermore short-term buffs can bolster it temporarily. If instead of the Bracers they use the cloak, they immediately get an AC of 25, and if they add the Bracers, an AC of 27.įor a permanent AC - not the result of a short-term buff - this is very strong. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.Īn optimized Monk is likely to have reached 20 Dexterity and 20 Wisdom by level 20, so they would be looking at an AC of 22 with the Bracers, which is still reasonable as per our computations above. ![]() Which may be combined with the following item: The Monk has the following first-level feature:īeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. As a DM, you may be in position to prevent the breakage, of course, however the more potential for abuse, and the more intervention needed, the less balanced the item itself is. Evaluating the Itemįrom there, in order to evaluate our item, we need to evaluate whether it "breaks" the typical range of AC values. See questions such as Why is Bounded Accuracy called Bounded Accuracy? for more information on Bounded Accuracy itself, and the problems it aimed to solve. So, if you want the Fighter (+14) to hit 50% of the time (ie, on a roll of 11+), then the opponent must have an AC of at most 25.ġ Why are the AR bonuses so "fixed"? Because of Bounded Accuracy, which vastly reduced the dynamic range of all roll modifiers. Let's assume the opponent is the Fighter (+14), without Advantage: 1įrom there, we can determine the chances to hit for a number of ACs, though I'll reverse it to determine the target AC for a few set chances to hit. There are (rare) ways to get better AR bonuses - using miscellaneous bonuses - but those are close to the top AR bonuses that anyone will ever face. +16: Barbarian level 20, with 24 Strength and a +3 Weapon.+14: Fighter level 20, with 20 Strength and a +3 Weapon.I am asking for advice on balance here.īefore attempting to judge the item, it is important to first understand AC (Armor Class), and the effect of AC on play.ĪC is the "threshold" to which AR (Attack Roll) are compared to, therefore any discussion about AC must be calibrated by the distribution of AR values of the opponents of the creature, so as to be able to determine the chances that said opponents will hit or miss.ĭistributions are complicated, so I like to look close to the extreme for a quick ballpark: how will it play at level 20? Note: I have made a less powerful item that is designed based of advice from this question. I am looking for advice on changes to make if this item is overpowered, not to scrap the idea entirely. ![]() ![]() Another item that adds the same amount of AC (overall) is a +3 shield, which is very rare however, that takes up an uncommon slot, the shield slot, so I think the cloak is sufficiently less powerful to decrease the rarity. The amulet of health also only needs to be worn on the neck, while this cloak has to be worn in place of armor, an extremely common item to find enchantments on. The rarity is based on the fact that an amulet of health, which increases the survivability of non health-based classes a lot, is rare. Is this item overpowered as a rare? Properly balanced? Underpowered? If it is overpowered, what are some changes I can make so it can stay the same rarity and keep its core concept? ![]() I was thinking of making it a rare magic item, and I was looking for advice. This item is a cloak that lets you add your Wisdom modifier to your AC (requires attunement). I recently had an idea for a new item in 5e. ![]()
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