Thread: Druid Wild Shapes (for 5E)
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September 23rd, 2020, 17:11 #301
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September 23rd, 2020, 17:16 #302
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It can be found in the Sage Advice compendium on D&D Beyond or on the D&D official site. It's in the Character Creation section when it talks about AC. I've pasted the section below for reference and bolded the relevant text.
Character Creation
How do you calculate a creature’s Armor Class (AC)?
Chapter 1 of the Player’s Handbook describes how to determine AC, yet AC calculations generate questions frequently. That fact isn’t too surprising, given the number of ways the game gives you to change your AC! Here are some ways to calculate your base AC:
Unarmored: 10 + your Dexterity modifier.
Armored: Use the AC entry for the armor you’re wearing (see PHB, "Armor and Shields"). For example, in leather armor, you calculate your AC as 11 + your Dexterity modifier, and in chain mail, your AC is simply 16.
Unarmored Defense (Barbarian): 10 + your Dexterity modifier + your Constitution modifier.
Unarmored Defense (Monk): 10 + your Dexterity modifier + your Wisdom modifier.
Draconic Resilience (Sorcerer): 13 + your Dexterity modifier.
Natural Armor: 10 + your Dexterity modifier + your natural armor bonus. This is a calculation method typically used only by monsters and NPCs, although it is also relevant to a druid or another character who assumes a form that has natural armor.
These methods — along with any others that give you a formula for calculating your AC — are mutually exclusive; you can benefit from only one at a time. If you have access to more than one, you pick which one to use. For example, if you’re a sorcerer/monk, you can use either Unarmored Defense or Draconic Resilience, not both. Similarly, a druid/ barbarian who transforms into a beast form that has natural armor can use either the beast’s natural armor or Unarmored Defense (you aren’t considered to be wearing armor when you use natural armor).
What about a shield? A shield increases your AC by 2 while you use it. For example, if you’re unarmored and use a shield, your AC is 12 + your Dexterity modifier. Keep in mind that some AC calculations, such as a monk’s Unarmored Defense, prohibit the use of a shield.
Once you have your base AC, it can be temporarily modified by situational bonuses and penalties. For instance, having half cover gives you a +2 bonus to your AC, and three-quarters cover gives a +5 bonus. Spells sometimes modify AC as well. Shield of faith, for example, grants a target a +2 bonus to AC until the spell ends.
Magic items can also enhance your AC. Here are a few examples: +1 chain mail gives you an AC of 17, a ring of protection gives you a +1 bonus to AC no matter what you’re wearing, and bracers of defense grant you a +2 bonus to AC if you’re not wearing armor or using a shield.
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September 23rd, 2020, 17:28 #303
First. I’m not entertaining “feature requests”.
Second. I have already rejected supporting polymorph (over a year ago). Though I’m rethinking this.
Third. Adding in variant rule support is quite likely never going to happen.
Sorry about this. But DWSI is not a job. This project is in my rear view mirror now. I’ve moved on. As FG gets updated and Smiteworks’ changes the rulesets, if those changes break my extension, I’ll probably fix it, but other than that ...
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September 27th, 2020, 22:35 #304
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Hi, I'm having a little trouble getting your extension working on the lastest FGU version. I'm dragging a stat block onto the sheet but nothing is happening. Are you aware of any incompatibilities with other extensions? I have a bunch of others installed. Any suggestions? Heres a screenshot demonstrating the issue
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September 28th, 2020, 00:28 #305
1) are you sure you have the right version of DWSI? There is one for FG Classic and one for FG Unity. (I can’t remember, but I think the FGU version announces itself as such, the version you’re running did not.) The FGU version is posted in post #195 of this thread (as stated in post one.)
2) your marked up post implies that you dropped the cat on to the name field of the character sheet. Is that accurate? That’s exactly where you should drop the NPC. If you drop it on the portrait field of the character sheet the extension fails.
3) only load the DWSI, no other extensions, just mine. Does it work then? If so then there are incompatible extensions. Follow this link and read post #18 to figure out which ones are incompatible.
4) were any errors reported in the console?
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September 28th, 2020, 06:26 #306
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Ahh yeah I had the FGC version installed. Sorry for missing that in the first post. Thanks for your reply, its working great now that I have the right version installed.
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October 20th, 2020, 23:09 #307
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Hello,
Thank you very much for building this! i was able to get it working while testing before my campaign kicked off but now even though the extension seems to load without error during load campaign the functionality does not work. for instance we have a level 2 druid with wild shape and when he or I try to drag for instance a rat or a boar from the NPC library onto his character sheet it does not alter the sheet. Maybe I am doing something wrong, the only other extension i have loaded is the death indicator extension
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October 21st, 2020, 21:59 #308
First: Are you using FG Classic or FG Unity? If you're using FGU, you must use the Unity version of DWSI that is posted in post #195 of this thread.
Second: Did you try running DWSI by itself, without any other extensions running? Does it work then? Or are you still having issues?
Third: Where are you, or your player, dropping the beast NPC? It must be dropped on the PC's name field, at the top of the character sheet
Fourth: Are there any warnings or errors displayed in the chat window when you, or your player, drop the beast NPC on the character sheet?
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October 27th, 2020, 21:08 #309
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Thank you for the response. I am using Unity, I will grab the Unity version you mentioned and test again right now.
I did try running just the Wild Shape extension previously and it did not work.
I/we are dropping the beast onto the name field.
I noticed an error during game launch about an XML issue with the extension. Most likely because I am running Unity.
I will test again soon and respond, thank you very much for the response.
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October 27th, 2020, 21:14 #310
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And just like that it works!
after changing to the Unity version it worked perfect, alongside the other extension I run as well.
Thank you once again for your assistance and for building this!
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