Armor Piercing (5e Variant Rule)

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Armor Piercing[edit]

Attacks with weapons or ammunition with the armor piercing property are quite effective against armor, by either burning straight through it or passing through unsealed areas. Armor Piercing always overlaps with Armor Piercing of a lesser numerical value - for example, an Armor Piercing 2 weapon is also Armor Piercing 1, and as usual when effects of the same name overlap, the more powerful one applies. Armor Piercing X always counts as an effect of the same name with itself, so values on the weapon and ammunition overlap rather than stack.

  1. +1 to hit against targets with natural armor or worn armor and an AC of 14 or better.
  2. +2 to hit against targets with natural armor or worn armor and an AC of 16 or better.
  3. +3 to hit against targets with natural armor or worn armor and an AC of 18 or better.
  4. +4 to hit against targets with natural armor or worn armor and an AC of 20 or better.
  5. +5 to hit against targets with natural armor or worn armor and an AC of 22 or better.

Because you generally do not know the AC of your target, express a hit roll with, say, an Armor Piercing 2 weapon to your target of, say, 18 as "18 to hit, Armor Piercing 2".



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