5e AC Calculation Calculator
Calculate Armor Class for Dungeons and Dragons 5e using armor, Dexterity, shields, unarmored defense, cover, and magical bonuses.
AC Breakdown and Hit Chance
The chart compares your total AC against a sample attacker with +3, +5, +7, and +9 to hit, showing how each AC point changes survivability.
Starting estimate
Your Armor Class is the number enemies need to meet or beat with an attack roll. Enter your setup and click Calculate AC for a full breakdown.
Expert Guide to 5e AC Calculation
Armor Class, usually shortened to AC, is one of the most important defensive numbers in Dungeons and Dragons 5th Edition. If you understand how 5e AC calculation works, you can build tougher characters, judge whether a shield is worth carrying, decide when medium armor outperforms light armor, and estimate how often monsters will actually land hits. Even small adjustments matter. A one-point increase to AC can noticeably change survival over a long adventuring day because every attack roll has to meet or beat your AC to connect.
The most important principle is simple: AC in 5e is formula-based, not purely item-based. You do not always just add armor numbers together. Instead, your character uses one AC formula at a time. For many characters, that means a base number from armor plus some or all of the Dexterity modifier. For others, it means an alternate formula such as Mage Armor, Barbarian Unarmored Defense, or Monk Unarmored Defense. Once you know the correct formula, you then apply legal add-ons like a shield, magic item bonuses, or situational cover.
Quick rule: In 5e, you typically choose the best available AC formula and then add valid bonuses such as a shield, magical AC increases, and cover. You do not stack multiple base formulas like leather armor plus Mage Armor or armor plus Monk Unarmored Defense.
The Core AC Formulas in 5e
Most AC calculations come from one of the following categories:
- No armor: 10 + Dexterity modifier.
- Light armor: Armor base + full Dexterity modifier.
- Medium armor: Armor base + Dexterity modifier, capped at +2.
- Heavy armor: Fixed AC with no Dexterity modifier added.
- Special formulas: Mage Armor, natural armor, Monk Unarmored Defense, Barbarian Unarmored Defense, and similar class or species features.
That structure explains why Dexterity is so valuable for lightly armored characters. A rogue with studded leather and a +4 Dexterity modifier reaches AC 16 before a shield or magic. By contrast, a heavily armored fighter in chain mail sits at AC 16 without needing Dexterity at all. Both are valid approaches, but they reward different ability score priorities and equipment paths.
Light, Medium, and Heavy Armor Explained
Light armor scales best with Dexterity because there is no cap on the Dexterity modifier. Leather armor uses 11 + Dex, while studded leather uses 12 + Dex. If your Dexterity modifier is +5, studded leather gives AC 17 before other bonuses, which is excellent for classes that rely on stealth, initiative, and Dexterity saves.
Medium armor is the compromise option. It is ideal when your Dexterity is decent but not exceptional. A breastplate gives 14 + Dex, maximum +2 from Dexterity, for a practical cap of AC 16 before a shield or magic. Half plate reaches 15 + Dex, max +2, for AC 17, making it one of the strongest mundane options for many martial characters. The tradeoff is cost, and in some cases stealth disadvantage depending on the armor.
Heavy armor is straightforward. Chain mail is AC 16, splint is 17, and plate is 18. Dexterity does not increase the number, so heavy armor works best when your build prioritizes Strength, Constitution, or class features over Dexterity. It is one of the easiest ways to produce a stable AC floor.
Special AC Formulas You Should Never Mix Incorrectly
The most common mistake in 5e AC calculation is stacking formulas that are alternatives rather than bonuses. Here are the big ones:
- Mage Armor: Your AC becomes 13 + Dexterity modifier. It does not stack with worn armor.
- Monk Unarmored Defense: 10 + Dexterity modifier + Wisdom modifier. It is its own formula and cannot be layered with armor.
- Barbarian Unarmored Defense: 10 + Dexterity modifier + Constitution modifier. Again, use this instead of armor if it is better and allowed.
- Natural armor: Features like lizardfolk natural armor give another alternate formula, usually 13 + Dexterity modifier.
You compare legal formulas and use the best one, not all of them. A multiclass Monk-Barbarian, for example, does not add both Wisdom and Constitution to AC. You choose one Unarmored Defense method if the feature allows it and if you meet the requirements for using it.
Shields, Magic Bonuses, and Cover
Unlike alternate formulas, shields and many magic bonuses are true add-ons. A shield usually grants +2 AC and works with most armor setups and some unarmored ones, depending on class restrictions. Cover is situational rather than part of your permanent AC, but it matters in play. Half cover gives +2 AC, while three-quarters cover gives +5 AC. Those bonuses can make ranged combat dramatically less dangerous.
Magic bonuses often come from enchanted armor, rings, cloaks, bracers, or class features. Since each effect has its own wording, always read the text carefully. Some items set a new AC formula; others add a flat bonus. The difference is crucial when optimizing a build.
Why One Point of AC Matters More Than It Looks
Because attack rolls use a d20, each 1-point change to AC often shifts the hit threshold by one die face, which is roughly a 5 percentage point change in hit probability. Over many attacks, this is significant. If a monster attacks you ten times over an encounter and your AC improvement lowers its hit chance from 55% to 50%, you have prevented about half a hit on average. Across a full day of adventuring, that can easily equal dozens of hit points preserved.
| Attack Bonus | Vs AC 14 | Vs AC 16 | Vs AC 18 | Vs AC 20 |
|---|---|---|---|---|
| +3 to hit | 50% | 40% | 30% | 20% |
| +5 to hit | 60% | 50% | 40% | 30% |
| +7 to hit | 70% | 60% | 50% | 40% |
| +9 to hit | 80% | 70% | 60% | 50% |
These percentages reflect standard 5e attack resolution using a d20 where the roll plus attack bonus must meet or exceed AC. The table demonstrates a practical truth: moving from AC 16 to AC 18 does not just “look better,” it cuts incoming hit rates by 10 percentage points against many common attack bonuses. That change can decide whether front-line characters hold position or fall.
Comparison of Common Armor Outcomes
To make the system more concrete, compare several realistic character setups. The following examples assume no magic items and no situational cover:
| Build Example | Formula | Ability Mods Used | Shield | Total AC |
|---|---|---|---|---|
| Rogue with Studded Leather, Dex +4 | 12 + Dex | +4 Dex | No | 16 |
| Cleric with Breastplate, Dex +2 | 14 + Dex max 2 | +2 Dex | Yes | 18 |
| Fighter with Chain Mail | 16 | No Dex | Yes | 18 |
| Monk with Dex +4, Wis +3 | 10 + Dex + Wis | +4 Dex, +3 Wis | No | 17 |
| Barbarian with Dex +2, Con +4, Shield | 10 + Dex + Con | +2 Dex, +4 Con | Yes | 18 |
| Wizard with Mage Armor, Dex +3 | 13 + Dex | +3 Dex | No | 16 |
Notice how several distinct builds converge around AC 16 to 18 in the middle levels of play. That is why your build choices must account for more than AC alone. Heavy armor gives a reliable baseline, light armor rewards Dexterity investment, and special formulas let certain classes stay competitive without wearing armor at all.
How to Calculate 5e AC Step by Step
- Identify the single base AC formula you are currently using.
- Add Dexterity only if the formula allows it.
- Respect any cap, such as medium armor’s usual +2 maximum from Dexterity.
- Add a shield if you are using one and your rules situation allows it.
- Add magical or miscellaneous flat bonuses that explicitly increase AC.
- Add situational cover only when it applies during that attack.
That sequence prevents double-counting. If you are uncertain, ask whether a rule gives a new base formula or a flat bonus. If it says your AC equals a number plus modifiers, it is usually a formula. If it says you gain a bonus to AC, it is usually additive.
Common Mistakes Players Make
- Adding Dexterity to heavy armor.
- Ignoring the +2 cap on medium armor.
- Stacking Mage Armor with worn armor.
- Combining Monk and Barbarian Unarmored Defense.
- Forgetting that cover is situational, not permanent.
- Missing a shield bonus when using an otherwise valid setup.
These errors can swing AC by 2 to 5 points, which materially changes outcomes at the table. For that reason, a dedicated 5e AC calculator is useful even for experienced players. It makes the hidden constraints visible and shows exactly where each point comes from.
Interpreting AC in Actual Play
High AC is powerful, but it is not the entire defensive game. Saving throws, hit points, resistances, mobility, disadvantage mechanics, temporary hit points, and battlefield control all contribute to survivability. A character with moderate AC and excellent positioning can outperform a heavily armored character who is repeatedly exposed to saving throw based effects. Still, when attacks are common, AC remains one of the most efficient defenses available.
Many tables also underestimate the value of temporary or situational AC boosts. A shield spell, a cover bonus from terrain, or a short-duration magical enhancement can turn borderline hits into misses at precisely the moment you need it. Because d20 outcomes are discrete, those swing turns often determine encounter pacing.
Using Probability to Judge AC Decisions
If you want a more mathematical way to judge your build, compare expected enemy hit rates before and after your AC changes. This is where foundational probability concepts become useful. For readers interested in the math behind hit probability and expected outcomes, these educational resources are helpful: NIST Engineering Statistics Handbook, Penn State STAT 414 Probability Theory, and MIT OpenCourseWare Probability and Statistics.
In game terms, if a monster with +7 to hit attacks your AC 16 character, it hits 60% of the time. Raise that AC to 18 and the same attacker hits only 50% of the time. Over 20 attacks, that is about two fewer hits on average.
| Attack Bonus | Expected Hits vs AC 16 in 20 Attacks | Expected Hits vs AC 18 in 20 Attacks | Hits Prevented by +2 AC |
|---|---|---|---|
| +5 to hit | 10.0 | 8.0 | 2.0 |
| +7 to hit | 12.0 | 10.0 | 2.0 |
| +9 to hit | 14.0 | 12.0 | 2.0 |
The exact value of an AC boost depends on the attacker and your campaign’s encounter profile, but the pattern is remarkably stable. Every 1-point AC increase matters, and every 2-point increase can be substantial over repeated enemy attacks.
Final Takeaway
The best way to master 5e AC calculation is to think in layers. First, choose the correct base formula. Second, apply legal bonuses. Third, separate permanent AC from situational bonuses like cover. Once you do that consistently, your defensive math becomes clear. You will know when medium armor stops scaling, when heavy armor is worth the investment, when Mage Armor is efficient, and when an extra shield or magic bonus materially improves survival.
Use the calculator above whenever you change armor, level into a new class feature, gain a magical item, or want to compare alternate gear setups. Accurate AC calculation helps players make informed choices, and it helps Dungeon Masters evaluate how dangerous incoming attacks really are.