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Modern Rules 2: Armor Class | Insomnia

In this article series, we’ll be revisiting and reviving the Insomnia project, a book designed to bring horror to your D&D game.

From my experience, actors in a horror movie rarely strut around wearing full plate armor or chainmail. However, Armor Class is simply too fundamental to remove from 5e altogether, so we face an impasse: how do we keep AC while removing armor?

The variant rule that follows is sure to be a controversial one: just give each class an AC calculation. What could possibly go wrong?

It’s worth mentioning that we’re also implementing a whole side system for armor-like suits. Perhaps you might don a firefighter’s heavy coat or a bullet-proof vest to survive your next inevitable monster encounter. We’ll show off those rules in another article.

Variant Armor Class

Replaces Armor

Characters in a modern setting won’t walk around festooned in heavy armor, even modern ballistic armor like that worn by SWAT teams. As such, characters can opt to use the following Armor Class calculation. A character with levels in two or more classes can pick a calculation from any of their classes. Some calculations improve as the character reaches higher levels in the class, as noted in the appropriate column:

Class Armor Class (1st Level) 4th 8th
Barbarian 10 + your Dexterity modifier + your Constitution modifier
Bard 12 + your Dexterity modifier
Cleric 13 + your Dexterity modifier (max 2) 14 15
Druid 13 + your Dexterity modifier (max 2) 14 15
Fighter 16 17 18
Monk 10 + your Dexterity modifier + your Wisdom modifier
Paladin 16 17 18
Ranger 13 + your Dexterity modifier (max 2) 14 15
Rogue 12 + your Dexterity modifier
Sorcerer 10 + your Dexterity modifier
Warlock 12 + your Dexterity modifier
Wizard 10 + your Dexterity modifier

If you’re playing a class that doesn’t appear on the table above, you can use the following general calculations, based on the character’s armor proficiencies:

Proficiencies Armor Class (1st Level) 4th 8th
None 10 + your Dexterity modifier
Light Armor 12 + your Dexterity modifier
Medium Armor 13 + your Dexterity modifier (max 2) 14 15
Heavy Armor 16 17 18

Shields

If a character has proficiency with shields, they can use a bonus action to fight defensively, gaining a +2 bonus to their Armor Class until the start of their next turn. To do so, the character must be holding a sturdy object that is not a weapon in one or both hands.

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