Barkskin AC calculation isn't 16 + Dex modifier, its your AC is 16 if you have less than 16 AC. It's working as intended, that bit of AC bonus from Dex is related to the Medium armor class not the AC calculation.
This all relates to the rule of your AC is determined by only 1 AC calculation if you have more than 1. It's why Unarmored Defense doesn't stack with each other and Mage Armour either does nothing or overrides Unarmoured Defense. One Calculation is larger than the other and the game picks the highest for you.
Mage Armour: 13 + Dex Mod Unarmored Defense (Barbarian): 10 + Con Mod + Dex Mod Unarmored Defense (Monk): 10 + Wis Mod + Dex Mod Barkskin: 16 Light Armor: Armor's AC + Dex Mod Medium Armor: Armor's AC + Dex Mod (max 2) Heavy Armor: Armor's AC
You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
If some other AC calc is higher than 16 then that overrides Bark Skin
Larian just did made terrible description for the spell (like with many other spells), so I can see why OP is confused. I also agree with him that the armour is fairly lackluster, though, so I think a buff is fine - the only time it would ever be used over most other medium armour at this point in the game is if the character has no dexterity and doesn't plan on using any other AC items or buffs. You're right, though, that the armour is working as intended.
Thanks for explaining how it works, I'm new to DnD mechanics and all this kinda stuff. I made the mod because I was very underwhelmed with the Armour after I bought it, reading the tooltip that said it would add the +2 Dex modifier. I guess some people will still want to use it as a (very minor) cheat mod.
Would you consider fixing the spell itself? It is utterly useless, I have never had a character under 16 AC, to begin with. The spell may as well not exist. It is okay for Pets and Animal forms but that is about it.
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This all relates to the rule of your AC is determined by only 1 AC calculation if you have more than 1. It's why Unarmored Defense doesn't stack with each other and Mage Armour either does nothing or overrides Unarmoured Defense. One Calculation is larger than the other and the game picks the highest for you.
Mage Armour: 13 + Dex Mod
Unarmored Defense (Barbarian): 10 + Con Mod + Dex Mod
Unarmored Defense (Monk): 10 + Wis Mod + Dex Mod
Barkskin: 16
Light Armor: Armor's AC + Dex Mod
Medium Armor: Armor's AC + Dex Mod (max 2)
Heavy Armor: Armor's AC
If some other AC calc is higher than 16 then that overrides Bark Skin
Thanks for the post.
What I think the armor should Do is persist into Wildshape, Any chance you can add that functionality?