What is Armor Class used for?

I have never understood or found any answer to how to use your AC. Is it something the GM have to keep in mind all the time to reduce or add damage to specific players based on how high their AC is, is it something you can use to calculate and reduce the damage received to a player, or is it just a number displaying what sort of defensive items you have on you? If so, why do you have to use armour and shields?

Idea for a new class to add to DnD 5e called the Cursed? [closed]

I am not sure this is entirely viable of an idea however, my goal is to create a martial class (non-magical) that can feasibly compete with higher level mages on a somewhat even playing field at higher levels. Is this even possible in the first place?

My idea for this class is called the cursed. Wether they gained the ire of a god or the enmity of a powerful entity they have been cursed in an irreversible way that they are cut off from the magical weave and its energies that infuse the world of Dnd5e.

Meaning, they are not as affected by magic as other creatures are, and as they come to terms with their curse it becomes stronger taking hold of them to where magic barely effects them at all.

These individuals are commonly hired by guilds or high nobles to assasinate mages who have met the displeasure of higher leadership, many choosing to lead the life of a mercenary. Others however use their curse to prevent unscrupulous archmages from taking over the lands.

What sort of game mechanics in Dnd 5e would be permissible to a class like this to exist? Would it be unbalanced compared to other classes?

Do spells count as “Class Abilities” for the purposes of the “Sanctified Slayer” archetype?

The Sanctified Slayer Archetype says,

“At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.”

The Slayer’s Studied Target feature says,

“A slayer can study an opponent he can see as a move action. … The DCs of slayer class abilities against that opponent increase by 1.”

Do spells count as a “class ability” for this purposes ? That is, would a Studied Slayer Inquisitor’s spell DCs get a +1 bonus when he uses Studied Target ?

Is this homebrew class balanced so far?

My players helped an old farmer out, and he wants his son to travel with them as an NPC/PC. The boy has lots of potential, and yearns to see the world. I control the character out of combat, and a player controls him in combat. I wanted to create a custom class for this, and this is what I have so far.

I have created weapons for this class as well, the pitchfork and the scythe. You can comment on these as well if you like, but I’m more interested on the class features at the moment. I can always substitute them for copies of weapons straight from the handbook if I need to.

What are your thoughts? Is this balanced, and does it seem like it would be fun to play? What adjustments should I make? I only have levels 1-9 planned out so far.

The Farmer Class

Hit Points

  • Hit Dice: 1d12
  • Hit Points at 1st Level: 1d12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Farmer level after 1st


  • Armor: none
  • Weapons: sickle, hatchet, pitchfork, scythe
  • Tools: none
  • Saving Throws: Strength, Constitution
  • Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Medicine, Nature, Perception, and Survival

Starting Equipment

  • (a) a pitchfork or (b) a scythe
  • (a) a hatchet or (b) a sickle
  • An explorer’s pack

Note: The pitchfork deals 1d8 piercing and has the two-handed and reach properties. The Scythe deals 2d4 damage, and has the Finesse and special features. It has -2 to hit, but its crit range is 19-20, and a crit deals 5d4 damage instead of 4d4. The hatchet is identical to the hand axe, but is called a “hatchet” for flavor reasons. If anyone without the “Farmer Weapons” class feature attempts to use the tools, they count as improvised weapons.

Class Features

  • 1st +2 Unarmored Defense, Farmer’s Weapons, Farmer Die, Strong as an Ox
  • 2nd +2 Tend the Herd, Reapin’ and Sowin’
  • 3rd +2 Stubborn as a Mule
  • 4th +2 Ability Score Improvement
  • 5th +3 Farmer’s Spirit
  • 6th +3 Bountiful Harvest
  • 7th +3 Farmer Die Improvement
  • 8th +3 Ability Score Improvement
  • 9th +4 Scarecrow

Unarmored Defense

While you are not wearing any armor, your Armor⁠ Class equals 10 + your Dexterity modifier + your Constitution modifier. You cannot use a shield and gain this benefit.

Farmer’s Weapons

You are proficient in Farmer’s Weapons. These are the sickle, hatchet, pitchfork and scythe. The sickle has the Finesse feature for you.

Farmer Die

When you take this class at 1st level, you have a number of d4s which you can use in a variety of ways. The number of farmer die equals your STR or DEX modifier + your CON modifier. When you finish a short rest, you regain 1d4 farmer die, and when you finish a long rest you regain all of your farmer die.

Strong As An Ox

When you miss an attack roll with a farmer’s weapon, you can choose to roll a farmer die and add the total to the attack roll.

Tend The Herd

Starting at 2nd Level, you gain proficiency in Animal Handling, or expertise if you already have proficiency.

Reapin’ And Sowin’

Starting at 2nd level, when you attack with a farmer’s weapon, you can apply special techniques used during times of harvest.

When you score a critical hit with a farmer’s weapon or reduce a creature to 0 hit points with one, you can spend a farmer die and regain that much HP.

Stubborn As A Mule

Starting at 3rd level, when you are reduced to 0 hit points and have at least 1 farmer die remaining (and aren’t killed outright), you can roll a Constitution saving throw. The DC equals the damage you took. Before making the Constitution saving throw, spend at least one farmer die and add the total to the roll. On a success, you regain a number of hit points equal to the total of the farmer die you rolled. You can use this feature only once per short rest.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Farmer’s Spirit

When you reach 5th level, you may pick a Farmer’s Spirit, which enhances your abilities or grants new ones.

Spirit of the Mule

The spirit of a hearty mule helps you endure through difficult times.

When you roll a Farmer Die for the Reapin’ and Sowin’ feature, the HP you recover is enhanced to the roll + your CON modifier. Additonally, when you make a CON saving throw for the Stubborn as a Mule feature, you have advantage.

Spirit of the Ox

The spirit of a mighty ox grants you strength when you need it most.

All of your strength based attacks deal one additional point of damage. When you roll a Farmer Die for Strong as an Ox, you add the roll to the damage of the attack. Additionally, if your attack hits after using the Strong as an Ox feature, you may make one additional attack as a bonus action on the same turn.

Spirit of the Beekeeper

The spirits of a hive of bees allows you to better support your allies.

You gain one additional Farmer Die. Additionally, after a short or long rest you can expend any number of farmer die (don’t roll) and obtain that many honey chunks from your bee spirits. A creature can consume a honey chunk as an action and restore hit points equal to 1d4 + your farmer die. The chunks lose their healing properties if they are not consumed within 24 hours, or if you use this feature again.

Bountiful Harvest

Starting at level 6, when you roll hit dice to recover HP, the amount you recover is increased by two. Additionally, when you recover spent hit dice at the end of a long rest, you recover one more than normal.

Farmer Die Improvement

When you reach 7th level, your Farmer Die becomes a d6.

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


At level 9, you can divert enemies away from your allies. You know how to intimidate crows away from your crops, so perhaps you can do the same in combat.

As an action, roll a farmer die and choose one creature within 30 feet of you. That creature has disadvantage to attack creatures you designate for one minute, while it or its target is within this radius. The creatures you can designate equals the roll of your farmer die, cannot include yourself, and must be within the radius when you designate them.

The farmer die is spent, and you can only use this ability once per short rest.

What Rogue class features can be used in Wild Shape?

This is a question about what Rogue class features are available in Wild Shape, for a druid/rogue multi-class character.

In the Player’s Handbook it states that class features are usable in Wild Shape as long as the beast is able to carry out the tasks.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.

(PHB, p.67)

This question answers the possible use of Expertise in Wild Shape: Can a multiclassed druid/rogue benefit from Expertise while in Wild Shape?

What class features for a rogue would still be active in wildshape?

Can a psionic-but-no-manifesting creature use psionic powers? such as Elan with some Aegis class level?

Can a psionic-but-no-manifesting creature use psionic powers? such as Elan with some Aegis class level. Normally not but there are some “tricks” Such Elan’s trait the character gain “wild talent”. As he choose to be Aegis “wild talent” become “psionic talent” ( described in Elan section). At this point he must spend 1 talent more for “Unlocked Talent” feat and gain ONE first lv psionic powers (described in chapter 5 Ultimate psionics)…. but if GM consider it appropriate “psionic talent”=”Unlocked Talent” (In campaigns where psionics is more common-place, it is recommended to remove the prerequisite of Wild Talent from Unlocked Talent and substitute the Unlocked Talent feat for Wild Talent to represent how the ability to manifest powers is common within the world.). It’s all right? And then spend one more talent to gain “Access Psionic Talent” and learn five 0 lv powers. Right?