Saul J. said: adu said: Hello guys, it seems like some of the unique races/classes AC isn't accounted for in new Sheet. for example: Turtle starts with 13 AC, instead of 17. if you try to choose figther turtle, you still have option for light/heavy armor, when turtles can't wear any armor. after that i tried to multiclass into Monk for unarmored defence, AC was still at 13. could you check that out as well? ^^ I think you mean the Tortle. Yes, it's calculating the base AC incorrectly. It's doing 10+Dex modifier which, as you point out, is wrong. However, it is doing the Unarmored Defense of the Monk correctly: you just have turn the toggle marked "Martial Arts" on, in order for the sheet to recalculate the AC according to the Monk rules. BTW, I will point out that I think Roll20 has made a bad decision here: They have coupled a number of things into "Martial Arts" that should not be. When you toggle the Martial Arts toggle on, it does a lot of things - it changes the AC, it also changes other things to use Dex instead of Str, and I think more. The Unarmored Defense part of this should be pulled out of the "Martial Arts" toggle into a separate toggle. According to the rules, you can choose one AC calculation, and only one but it need not be the class's calculation, or even the Monk's version if you multiclass. So, for example, if you are a fighter and are wearing heavy armor, like plate armor, you might have a higher AC than what you would have if you used Unarmored Defense. You should be able to use that AND use your other Monk abilities - you shouldn't be restricted only to using Unarmored Defense to calculate the AC. To put this more simply, there should be a "Martial Arts" toggle and an "Unarmored Defense" toggle that are separate - one affects Dex vs Str combat abilities, the other affects AC.