I know these type of questions can be annoying but I discovered while making a multiclass 4th level Gloom Stalker/4th level War Mage that with a 20 Intelligence, Wisdom and Dexterity plus the Alert feat the character would have a +20 to initiative. With the Scorpion Armor from Tomb of Annihilation it would be +25. (I did not unlock it so I am not actually sure if it says it can not be stacked with other bonuses.) Aside from having ability scores above 20, is there any other initiative buffs that would bring it to +30? I know this is just silly but still think it is fun to think of a character that is so quick that it essentially does not need to roll initiative at all.
Magic items: Weapon of Warning, Sentinel Shield and Rod of Alertness give advantage on initiative rolls; The Sword of Kas let's you roll an additional d10 for initiative and an Artifact with the Guardian minor property grants +2 to initiative. You also have the books that give +2 to an ability, so you can increase DEX/INT/WIS/CHA (see classes) above 20.
Spells: Keep casting guidance in case combat breaks out :p It's +1d4. Enhance Ability gives you advantage. Foresight (lvl 9, so you need someone else to cast it) also gives advantage
Classes: 7 levels of Barbarian give you advantage, 14 levels in Lore Bard let's you add a Bardic Inspiration die (two gives you half proficiency, as mentioned by Matthias). You can also try to convince another player to give you a Bardic Inspiration die. 7 levels in Fighter (Champion) also gives half proficiency. I think this stacks with the bard ability. 3 Levels in Rogue (Swashbuckler) let's you add Charisma. 1 level in Sorcerer (Wild Mage) gives you Tides of Chaos (advantage). 6 levels in Warlock (Fiend Patron) gives you Dark One's Own Luck (+1d10). The Portent ability of the Abjuration wizard can also be used, but the War Mage is probably better. Lastly we have the new and unofficial Blood Hunter, where Order of the Profane's Soul Mutagen Warriness gives a bonus to initiative (2x mutation score).
I think that's everything. Assuming we are lvl 20, and can get our hands on a Seninel Shield/Weapon of Warning and Scorpion Armor, and rolled an 18 for DEX, INT, WIS and CHA: -Regular dex (+4) -Advantage from magic item -Scorpion Armor (+5) -Lvl 2 War Wizard (+4 from int) -lvl 2 Bard (+3 from half-proficiency) -lvl 4 Swashbuckler Rogue (+4 from cha, ASI) -lvl 4 Gloom Ranger (+4 from wis, ASI) -lvl 8 Champion Fighter (+3 from half-proficiency, 3xASI) ASI: -Alert +5 -Increase dex (+1) -Increase int (+1) -Increase wis (+1) -Increase cha (+1)
Grand total: Initiative = 1d20 (with advantage) +36. If you feel like casting guidance every minute, you can change one ASI for the Magic Initiate feat and take guidance (or just take a lvl in druid/Cleric instead of ranger/fighter). The total then becomes 1d20 (with advantage) + 1d4 + 35.
EDIT: I forgot race! You can play as any race that gives at least +2 in a combination of dex/int/wis/cha. This frees up a level (either ASI for guidance or one level or cleric/druid). If you play as a race that gives +4 (human/half-elf) or as variant human, you even a ASI free to do whatever you want with. New total after EDIT: 1D20 (with advantage) + 1D4 + 36.
I did not know Initiative roll was considered an ability check. Although I knew Dexterity affected initiative, I must admit I did not think about it as an ability check. LOL. Thanks for the list and thank you for taking my question seriously. Love this site!!!
I did not know Initiative roll was considered an ability check. Is there a mention of this in the Players Handbook?If so that is the coolest information I have heard all week. As I often hope to put guidance to good use, I would love to try it just once. Thanks for the list and thank you for taking my question seriously. Love this site!!!
14 levels in Lore Bard let's you add a Bardic Inspiration die (two gives you half proficiency, as mentioned by Matthias). [...] 7 levels in Fighter (Champion) also gives half proficiency. I think this stacks with the bard ability.
Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
14 levels in Lore Bard let's you add a Bardic Inspiration die (two gives you half proficiency, as mentioned by Matthias). [...] 7 levels in Fighter (Champion) also gives half proficiency. I think this stacks with the bard ability.
Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.
Too bad :( This means that without changing the build we only reach 1d20 (advantage) + 1d4 + 33
Does this mean that Jack of All Trades stacks with Reliable Talent? Or do you need to be able to add your full proficiency modifier for Reliable Talent to trigger?
Magic items: Weapon of Warning, Sentinel Shield and Rod of Alertness give advantage on initiative rolls; The Sword of Kas let's you roll an additional d10 for initiative and an Artifact with the Guardian minor property grants +2 to initiative. You also have the books that give +2 to an ability, so you can increase DEX/INT/WIS/CHA (see classes) above 20.
Spells: Keep casting guidance in case combat breaks out :p It's +1d4. Enhance Ability gives you advantage. Foresight (lvl 9, so you need someone else to cast it) also gives advantage
Classes: 7 levels of Barbarian give you advantage, 14 levels in Lore Bard let's you add a Bardic Inspiration die (two gives you half proficiency, as mentioned by Matthias). You can also try to convince another player to give you a Bardic Inspiration die. 7 levels in Fighter (Champion) also gives half proficiency. I think this stacks with the bard ability. 3 Levels in Rogue (Swashbuckler) let's you add Charisma. 1 level in Sorcerer (Wild Mage) gives you Tides of Chaos (advantage). 6 levels in Warlock (Fiend Patron) gives you Dark One's Own Luck (+1d10). The Portent ability of the Abjuration wizard can also be used, but the War Mage is probably better. Lastly we have the new and unofficial Blood Hunter, where Order of the Profane's Soul Mutagen Warriness gives a bonus to initiative (2x mutation score).
I think that's everything. Assuming we are lvl 20, and can get our hands on a Seninel Shield/Weapon of Warning and Scorpion Armor, and rolled an 18 for DEX, INT, WIS and CHA: -Regular dex (+4) -Advantage from magic item -Scorpion Armor (+5) -Lvl 2 War Wizard (+4 from int) -lvl 2 Bard (+3 from half-proficiency) -lvl 4 Swashbuckler Rogue (+4 from cha, ASI) -lvl 4 Gloom Ranger (+4 from wis, ASI) -lvl 8 Champion Fighter (+3 from half-proficiency, 3xASI) ASI: -Alert +5 -Increase dex (+1) -Increase int (+1) -Increase wis (+1) -Increase cha (+1)
Grand total: Initiative = 1d20 (with advantage) +36. If you feel like casting guidance every minute, you can change one ASI for the Magic Initiate feat and take guidance (or just take a lvl in druid/Cleric instead of ranger/fighter). The total then becomes 1d20 (with advantage) + 1d4 + 35.
EDIT: I forgot race! You can play as any race that gives at least +2 in a combination of dex/int/wis/cha. This frees up a level (either ASI for guidance or one level or cleric/druid). If you play as a race that gives +4 (human/half-elf) or as variant human, you even a ASI free to do whatever you want with. New total after EDIT: 1D20 (with advantage) + 1D4 + 36.
Just one nitpicky thing -- you have 1 too many ASI's -- they are granted every 4 class levels, so you would only have 4 ASI, not 5 (you wouldn't get one for 2 levels of wizard and 2 levels of bard, you have to have 4 levels in one class).
Just one nitpicky thing -- you have 1 too many ASI's -- they are granted every 4 class levels, so you would only have 4 ASI, not 5 (you wouldn't get one for 2 levels of wizard and 2 levels of bard, you have to have 4 levels in one class).
Fighter 4th, 6th, and 8th, plus ranger 4th and rogue 4th, totals 5 ability score increases.
Just one nitpicky thing -- you have 1 too many ASI's -- they are granted every 4 class levels, so you would only have 4 ASI, not 5 (you wouldn't get one for 2 levels of wizard and 2 levels of bard, you have to have 4 levels in one class).
Fighter 4th, 6th, and 8th, plus ranger 4th and rogue 4th, totals 5 ability score increases.
wow i suck at this :). He even has that in parentheses at the end of the fighter line...carry on :)
Through two hours of work and research, I have determined that the maximum initiative is an exact 100, with the exact roll being 1d20+1d10+1d8+1d4+58.
First, let's figure out ability scores:
First, let's assume that you rolled all 18's for your stats, bringing all of your bonuses to an already great +4 at level one. We will not need to include race here, as it will serve no importance, so feel free to choose any race you wish to play.
Second, let's assume that your character is infinitely rich and has access to all the magic items in the world. This is because they are going to either need or find six of each of the following; Tome of Clear Thought, Tome of Understanding, Tome of Leadership and Influence, and Manual of Quickness of Action.
Let's assume that your character then proceeds to read all twenty four of the books, bringing their Intelligence, Wisdom, Charisma, and Dexterity scores all up to their maximum of 30 (+10).
Now that your ability scores have been figured out, let's figure out the class levels needed to get your bonuses:
First, you are going to take two levels in Wizard. This'll allow you to choose you school of magic, which we are going to want to be Chronurgist (Explorer's Guide to Wildemount). Doing so will allow you to add you Intelligence Modifier to your initiative rolls. This also allows you access to the Chronurgist spell list, which you are going to use to choose the spell "Gift of Alacrity" which will also allow you to add an additional 1d8 to your initiative rolls.
Second, you are going to take three levels in Ranger. This'll allow you to choose your ranger archetype, which we are going to want to be Gloom Stalker (Xanathar's Guide to Everything). Doing so will allow you to add you Wisdom Modifier to your initiative rolls.
Third, you are going to take three levels in Rogue. This'll allow you to choose you roguish archetype, which we are going to want to be Swashbuckler (Xanathar's Guide to Everything). Doing so will allow you to add you Charisma Modifier to your initiative rolls.
Forth, you are going to take two levels in Bard. This'll allow you access to the "Jack of All Trades" class feature, which allows you to add half of your proficiency modifier to all skill checks, including initiative rolls.
Fifth, you are going to take one level in Cleric. This'll allow you access to the Cleric's spell list, which will allow you to choose the spell "Guidance" which will allow you to add an additional 1d4 to your initiative roll if it occurs within one minute of the casting.
Finally, you are going to take seven levels in Barbarian. This'll allow you access to the "Feral Instinct" class feature, which gives you advantage on initiative rolls.
With all the above classes and bonuses factored in, your bonus to initiative should currently be sitting at 40 (Dexterity, Intelligence, Wisdom, Charisma) + 1d8 (Gift of Alacrity) + 1d4 (Guidance) + 3 (Half Proficiency Bonus of +6) for a minimum total of +45 or a max total of +55
Next, we need to establish our features:
First, we already have access to an ASI/Feature due to our seven levels in Barbarian. Using this, we are going to choose the "Alert" feature, which grants us a +5 bonus to initiative.
Next, we are going to give ourselves a level in either Ranger or Rogue. It doesn't matter which, as putting a level in either, but we need to bring one of the two up to level four as we need access to another ASI/Feature. When we do increase one of these, we are then going to choose the "Mythic Conflux" feature (Tal'Dorei Campaign Setting), which grants us a fourth attunement slot which we will use later.
With the previous established, our minimum bonus to initiative becomes +50 whilst our maximum becomes +60. We have also brought our max attunement slots up to four, which'll allow for another item once we get to that section of this topic. At this point, we also have sixteen character levels expended. Feel free to expend the other four on any class you please.
Now, onto the items that will be need to gain the last bonus we need:
First, we are going to need the "Sword of Kas" (Dungeon's Master Guide). Using the "Spirit of Kas" trait, we gain another 1d10 to initiative rolls. However, this is not the only bonus the sword grants. Due to it being an artifact, it also has a minor and major beneficial property, and a minor and major detrimental property. We, in particular, will only be focusing in on the minor beneficial property, which will be Guardian. This grants an additional +2 to initiative rolls as well.
Next, we need "Scorpion Armor" (Tomb of Annihilation). This armor, which is equipable due to our level in Cleric, grants us a +5 to initiative rolls.
Third, we need the "Headband of Initiative" (Tal'Dorei Campaign Setting), which grants us another +2 to initiative rolls.
Finally, we need the "Stone of Good Luck (Luckstone)", which grants us a +1 to ability checks and, as such, our final +1 to initiative rolls.
With everything, our entire roll becomes 1d20 + 40 (Dexterity, Intelligence, Wisdom, Charisma) + 5 (Alert) + 5 (Scorpion Armor) + 3 (Jack of All Trades) + 2 (Sword of Kas - Minor Beneficial Property) + 2 (Headband of Initiative) + 1 (Stone of Good Luck) + 1d10 (Sword of Kas - "Spirit of Kas") + 1d8 (Gift of Alacrity) + 1d4 (Guidance) or a minimum of 62 and an almost unbelievable maximum of 100.
I love seeing responses to my old questions! Very thorough. I am impressed with the level of research. Naturally, I have to ask about stacking. None of the things you mentioned have level stacking limits? If so, that is a crazy high initiative. Ironically, my DM is running an Eberron campaign using a fixed initiative system he found online. Spellcasters have a lower initiative base, as opposed to melee users for example. (A War Wizard would get the bonus to initiative however if we had one. I am always last in order, even though I originally argued that I am an Artificer which is closer to being a fighter spellcaster class like a Paladin or Ranger. At first, I was annoyed but it became part of my character now that I love. We walk into an enemy filled room and often they have weapons full of technological advances, so I made it part of my character flaw that he is easily distracted even in times of combat. His name is Cad Tinker Archimedes. If you know how the famous Archimedes died, it couldn't be more perfect for how I use my character...thanks for your information. Perhaps Cad Tinker will want to get better at combat readiness and will explore the lore that you presented. I can see him studying the various books you listed or the Scorpion armor...
Wow, didn't expect to see an actual response, just needed an outlet to drop my random research.
As for your question, none of the books have a stacking limit; that's what makes them so powerful. However, when you read one of the books, you have to read it for 48 hours within the span of a week, at which you gain its permanent benefits. However, once used, the book loses their magic for a century. This is why they are not only extremely powerful, but very hard to come by.
Technically, because the books raise your maximum for the ability score, if the character had enough time or books, they could have an even higher initiative bonus, correct? You can have a 32 or above for Intelligence and the other scores if you're immortal.
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Please check out my homebrew, I would appreciate feedback:
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I love seeing responses to my old questions! Very thorough. I am impressed with the level of research. Naturally, I have to ask about stacking. None of the things you mentioned have level stacking limits? If so, that is a crazy high initiative. Ironically, my DM is running an Eberron campaign using a fixed initiative system he found online. Spellcasters have a lower initiative base, as opposed to melee users for example. (A War Wizard would get the bonus to initiative however if we had one. I am always last in order, even though I originally argued that I am an Artificer which is closer to being a fighter spellcaster class like a Paladin or Ranger. At first, I was annoyed but it became part of my character now that I love. We walk into an enemy filled room and often they have weapons full of technological advances, so I made it part of my character flaw that he is easily distracted even in times of combat. His name is Cad Tinker Archimedes. If you know how the famous Archimedes died, it couldn't be more perfect for how I use my character...thanks for your information. Perhaps Cad Tinker will want to get better at combat readiness and will explore the lore that you presented. I can see him studying the various books you listed or the Scorpion armor...
Lol,
I love the community here and old questions answered. You put a lot of work in your reply. How could I not read it?
In 5e, to my knowledge, the true cap is usually set to be 30 as that is the score widely accepted as the most powerful (particularly in books such as the Monster Manual). If you wanted to go further, you may, but that is in the realm of homebrew and I was trying to stay as true to base rules as possible, rather than going into territories of rulings.
magic items can increase abillity scores above 20 all the way to 30 permanently (as can the epic boon system in the DMG), so with enough books and patience you can have an +10 dex, +10 cha +10 wis +10 intelegence +5 from alert feat, +3 from jack of all trades, since it is an abillity check we can also add guidance, bless and bardic inspiration for an extra d12, d4, and d4, and an of screen mega big brain artificer within 30 ft with their mega big brain 30 intelegence can add another +10 to the roll.
How high is that bonus? i dont know, but it is defenetly big
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
My post a little bit above took all of this into affect, though that bonus you presented is simply a +48 maximum, which is still very good. Mine above, however, is a +80 maximum above, which uses some of the things you mentioned as well as a few others.
My post a little bit above took all of this into affect, though that bonus you presented is simply a +48 maximum, which is still very good. Mine above, however, is a +80 maximum above, which uses some of the things you mentioned as well as a few others.
yeah noticed your comment and the fact that mine grants nothing new like halfway through writing it, eh too late now
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
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I know these type of questions can be annoying but I discovered while making a multiclass 4th level Gloom Stalker/4th level War Mage that with a 20 Intelligence, Wisdom and Dexterity plus the Alert feat the character would have a +20 to initiative. With the Scorpion Armor from Tomb of Annihilation it would be +25. (I did not unlock it so I am not actually sure if it says it can not be stacked with other bonuses.) Aside from having ability scores above 20, is there any other initiative buffs that would bring it to +30? I know this is just silly but still think it is fun to think of a character that is so quick that it essentially does not need to roll initiative at all.
Two levels of bard will let you add half your proficiency bonus to initiative.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Magic items: Weapon of Warning, Sentinel Shield and Rod of Alertness give advantage on initiative rolls; The Sword of Kas let's you roll an additional d10 for initiative and an Artifact with the Guardian minor property grants +2 to initiative. You also have the books that give +2 to an ability, so you can increase DEX/INT/WIS/CHA (see classes) above 20.
Spells: Keep casting guidance in case combat breaks out :p It's +1d4. Enhance Ability gives you advantage. Foresight (lvl 9, so you need someone else to cast it) also gives advantage
Classes: 7 levels of Barbarian give you advantage, 14 levels in Lore Bard let's you add a Bardic Inspiration die (two gives you half proficiency, as mentioned by Matthias). You can also try to convince another player to give you a Bardic Inspiration die. 7 levels in Fighter (Champion) also gives half proficiency. I think this stacks with the bard ability. 3 Levels in Rogue (Swashbuckler) let's you add Charisma. 1 level in Sorcerer (Wild Mage) gives you Tides of Chaos (advantage). 6 levels in Warlock (Fiend Patron) gives you Dark One's Own Luck (+1d10). The Portent ability of the Abjuration wizard can also be used, but the War Mage is probably better. Lastly we have the new and unofficial Blood Hunter, where Order of the Profane's Soul Mutagen Warriness gives a bonus to initiative (2x mutation score).
I think that's everything.
Assuming we are lvl 20, and can get our hands on a Seninel Shield/Weapon of Warning and Scorpion Armor, and rolled an 18 for DEX, INT, WIS and CHA:
-Regular dex (+4)
-Advantage from magic item
-Scorpion Armor (+5)
-Lvl 2 War Wizard (+4 from int)
-lvl 2 Bard (+3 from half-proficiency)
-lvl 4 Swashbuckler Rogue (+4 from cha, ASI)
-lvl 4 Gloom Ranger (+4 from wis, ASI)
-lvl 8 Champion Fighter (+3 from half-proficiency, 3xASI)
ASI:
-Alert +5
-Increase dex (+1)
-Increase int (+1)
-Increase wis (+1)
-Increase cha (+1)
Grand total:
Initiative = 1d20 (with advantage) +36. If you feel like casting guidance every minute, you can change one ASI for the Magic Initiate feat and take guidance (or just take a lvl in druid/Cleric instead of ranger/fighter). The total then becomes 1d20 (with advantage) + 1d4 + 35.
EDIT: I forgot race!
You can play as any race that gives at least +2 in a combination of dex/int/wis/cha. This frees up a level (either ASI for guidance or one level or cleric/druid). If you play as a race that gives +4 (human/half-elf) or as variant human, you even a ASI free to do whatever you want with.
New total after EDIT: 1D20 (with advantage) + 1D4 + 36.
I did not know Initiative roll was considered an ability check. Although I knew Dexterity affected initiative, I must admit I did not think about it as an ability check. LOL. Thanks for the list and thank you for taking my question seriously. Love this site!!!
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
How do you get a one-armed goblin out of a tree?
Wave!
How do you get a one-armed goblin out of a tree?
Wave!
Through two hours of work and research, I have determined that the maximum initiative is an exact 100, with the exact roll being 1d20+1d10+1d8+1d4+58.
First, let's figure out ability scores:
Now that your ability scores have been figured out, let's figure out the class levels needed to get your bonuses:
With all the above classes and bonuses factored in, your bonus to initiative should currently be sitting at 40 (Dexterity, Intelligence, Wisdom, Charisma) + 1d8 (Gift of Alacrity) + 1d4 (Guidance) + 3 (Half Proficiency Bonus of +6) for a minimum total of +45 or a max total of +55
Next, we need to establish our features:
With the previous established, our minimum bonus to initiative becomes +50 whilst our maximum becomes +60. We have also brought our max attunement slots up to four, which'll allow for another item once we get to that section of this topic. At this point, we also have sixteen character levels expended. Feel free to expend the other four on any class you please.
Now, onto the items that will be need to gain the last bonus we need:
With everything, our entire roll becomes 1d20 + 40 (Dexterity, Intelligence, Wisdom, Charisma) + 5 (Alert) + 5 (Scorpion Armor) + 3 (Jack of All Trades) + 2 (Sword of Kas - Minor Beneficial Property) + 2 (Headband of Initiative) + 1 (Stone of Good Luck) + 1d10 (Sword of Kas - "Spirit of Kas") + 1d8 (Gift of Alacrity) + 1d4 (Guidance) or a minimum of 62 and an almost unbelievable maximum of 100.
I love seeing responses to my old questions! Very thorough. I am impressed with the level of research. Naturally, I have to ask about stacking. None of the things you mentioned have level stacking limits? If so, that is a crazy high initiative. Ironically, my DM is running an Eberron campaign using a fixed initiative system he found online. Spellcasters have a lower initiative base, as opposed to melee users for example. (A War Wizard would get the bonus to initiative however if we had one. I am always last in order, even though I originally argued that I am an Artificer which is closer to being a fighter spellcaster class like a Paladin or Ranger. At first, I was annoyed but it became part of my character now that I love. We walk into an enemy filled room and often they have weapons full of technological advances, so I made it part of my character flaw that he is easily distracted even in times of combat. His name is Cad Tinker Archimedes. If you know how the famous Archimedes died, it couldn't be more perfect for how I use my character...thanks for your information. Perhaps Cad Tinker will want to get better at combat readiness and will explore the lore that you presented. I can see him studying the various books you listed or the Scorpion armor...
Wow, didn't expect to see an actual response, just needed an outlet to drop my random research.
As for your question, none of the books have a stacking limit; that's what makes them so powerful. However, when you read one of the books, you have to read it for 48 hours within the span of a week, at which you gain its permanent benefits. However, once used, the book loses their magic for a century. This is why they are not only extremely powerful, but very hard to come by.
Technically, because the books raise your maximum for the ability score, if the character had enough time or books, they could have an even higher initiative bonus, correct? You can have a 32 or above for Intelligence and the other scores if you're immortal.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Lol,
I love the community here and old questions answered. You put a lot of work in your reply. How could I not read it?
In 5e, to my knowledge, the true cap is usually set to be 30 as that is the score widely accepted as the most powerful (particularly in books such as the Monster Manual). If you wanted to go further, you may, but that is in the realm of homebrew and I was trying to stay as true to base rules as possible, rather than going into territories of rulings.
magic items can increase abillity scores above 20 all the way to 30 permanently (as can the epic boon system in the DMG), so with enough books and patience you can have an +10 dex, +10 cha +10 wis +10 intelegence +5 from alert feat, +3 from jack of all trades, since it is an abillity check we can also add guidance, bless and bardic inspiration for an extra d12, d4, and d4, and an of screen mega big brain artificer within 30 ft with their mega big brain 30 intelegence can add another +10 to the roll.
How high is that bonus? i dont know, but it is defenetly big
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
My post a little bit above took all of this into affect, though that bonus you presented is simply a +48 maximum, which is still very good. Mine above, however, is a +80 maximum above, which uses some of the things you mentioned as well as a few others.
yeah noticed your comment and the fact that mine grants nothing new like halfway through writing it, eh too late now
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes