I have done a search; however, I didn't really get a good idea that this question was answered fully. I could be wrong so I am sorry if so.
I was curious if magical item bonuses can stack? For example, an armor +2 and a shield +2. Would that add +6 AC or would it only do four since only one of them would count?
Also, would anyone happen to know where to find the page number that explains this in any of the books?
Your example is slightly confusing since the bonuses only add up to +4, but ignoring that: they stack because there is no rule that says they don't. The practical limitation comes from not being able to use dozens of items all at once.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
Your example is slightly confusing since the bonuses only add up to +4, but ignoring that: they stack because there is no rule that says they don't. The practical limitation comes from not being able to use dozens of items all at once.
Oh I apologize. I thought a +2 shield gives it +4 AC since it is 2 for the default shield and 2 for the +2 then armor being +2 would also add another +2 AC
So there is no rule saying that normal items with different names don't stack. I think the only thing I noticed was magic items of the same type. For example, two rings of protection wouldn't stack.
Thank you! I guess that is why I can't find a page location about it since there is no rule saying you can't.
Your example is slightly confusing since the bonuses only add up to +4, but ignoring that: they stack because there is no rule that says they don't. The practical limitation comes from not being able to use dozens of items all at once.
Oh I apologize. I thought a +2 shield gives it +4 AC since it is 2 for the default shield and 2 for the +2 then armor being +2 would also add +2 AC
Sure, but most armors also provide a non-magical AC. Regardless, it doesn't really matter.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
In terms of AC: -If an item says "You gain a +X bonus to your AC...", a'la Ring of Protection or the magical bonuses on armor and shields, those stack. Every source of "bonus to your AC" is stackable, so long as it's provided by a different item you can actually use.
-If an item says "Your AC is/becomes...", then that item does not stack. That item is providing a means of calculating your base AC, the way nonmagical armor and the various Unarmored Defense abilities do, and you can only use the rules for one AC calculation method at a time. That base AC number can be modified with bonuses, but you cannot as one example stack Mage Armor with Unarmored Defense to get a +3 bonus to whatever your unarmored AC is.
This is also why bare +X armor/shields are much rarer and valued much more highly than equivalent +X weapons. Getting a super high AC can cause the game to break down at higher levels and forces the DM to do weird shit just to deal with the party; players stacking magical armor and magical shields with Of-Protection items can get out of hand very quickly in a way improving attack bonuses just doesn't do.
The general rules are that you can't stack instances from the same effect (class feature, spell, racial trait, magic item, feat, monster trait/action, etc.) and additionally you can't attune to two instances of the same magic item. Other than that, everything stacks (though different base AC calculations are a whole different matter, as others pointed out.) When it comes to spells concentration, spell slots and costly material components are the main limiting factors. When it comes to magic items it's availability (they're not easy to come by in the first place), attunement, and which body parts they occupy.
I have done a search; however, I didn't really get a good idea that this question was answered fully. I could be wrong so I am sorry if so.
I was curious if magical item bonuses can stack? For example, an armor +2 and a shield +2. Would that add +6 AC or would it only do four since only one of them would count?
Also, would anyone happen to know where to find the page number that explains this in any of the books?
To your specific example, let's say for the sake of simplicity that you've got a Fighter with Chainmail +2 and a Shield +2. Their AC would be 22. Chainmail defaults to AC 16, being a +2 it raises to 18. A Shield by default adds +2 to your AC, which would then make it 20. But because it's a Shield +2, it would make your AC 22.
In terms of AC: -If an item says "You gain a +X bonus to your AC...", a'la Ring of Protection or the magical bonuses on armor and shields, those stack. Every source of "bonus to your AC" is stackable, so long as it's provided by a different item you can actually use.
-If an item says "Your AC is/becomes...", then that item does not stack. That item is providing a means of calculating your base AC, the way nonmagical armor and the various Unarmored Defense abilities do, and you can only use the rules for one AC calculation method at a time. That base AC number can be modified with bonuses, but you cannot as one example stack Mage Armor with Unarmored Defense to get a +3 bonus to whatever your unarmored AC is.
This is also why bare +X armor/shields are much rarer and valued much more highly than equivalent +X weapons. Getting a super high AC can cause the game to break down at higher levels and forces the DM to do weird shit just to deal with the party; players stacking magical armor and magical shields with Of-Protection items can get out of hand very quickly in a way improving attack bonuses just doesn't do.
Yeah, PC AC gets kind of out of control at higher levels unless the DM keeps a tight reign on armor enchantments. You are hard-pressed to find much in the monster manual with an AC beyond 22, but a heavy armor user can reach Ancient Dragon-level AC with just a +1 shield and +1 plate mail.
Personally, I think shield enchantments should be limited to powers and effects, and only armor should get +1/2/3 enhancements. But that's just me.
Hey everyone,
I have done a search; however, I didn't really get a good idea that this question was answered fully. I could be wrong so I am sorry if so.
I was curious if magical item bonuses can stack? For example, an armor +2 and a shield +2. Would that add +6 AC or would it only do four since only one of them would count?
Also, would anyone happen to know where to find the page number that explains this in any of the books?
Your example is slightly confusing since the bonuses only add up to +4, but ignoring that: they stack because there is no rule that says they don't. The practical limitation comes from not being able to use dozens of items all at once.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Oh I apologize. I thought a +2 shield gives it +4 AC since it is 2 for the default shield and 2 for the +2 then armor being +2 would also add another +2 AC
So there is no rule saying that normal items with different names don't stack. I think the only thing I noticed was magic items of the same type. For example, two rings of protection wouldn't stack.
Thank you! I guess that is why I can't find a page location about it since there is no rule saying you can't.
Sure, but most armors also provide a non-magical AC. Regardless, it doesn't really matter.
Want to start playing but don't have anyone to play with? You can try these options: [link].
In terms of AC:
-If an item says "You gain a +X bonus to your AC...", a'la Ring of Protection or the magical bonuses on armor and shields, those stack. Every source of "bonus to your AC" is stackable, so long as it's provided by a different item you can actually use.
-If an item says "Your AC is/becomes...", then that item does not stack. That item is providing a means of calculating your base AC, the way nonmagical armor and the various Unarmored Defense abilities do, and you can only use the rules for one AC calculation method at a time. That base AC number can be modified with bonuses, but you cannot as one example stack Mage Armor with Unarmored Defense to get a +3 bonus to whatever your unarmored AC is.
This is also why bare +X armor/shields are much rarer and valued much more highly than equivalent +X weapons. Getting a super high AC can cause the game to break down at higher levels and forces the DM to do weird shit just to deal with the party; players stacking magical armor and magical shields with Of-Protection items can get out of hand very quickly in a way improving attack bonuses just doesn't do.
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The general rules are that you can't stack instances from the same effect (class feature, spell, racial trait, magic item, feat, monster trait/action, etc.) and additionally you can't attune to two instances of the same magic item. Other than that, everything stacks (though different base AC calculations are a whole different matter, as others pointed out.) When it comes to spells concentration, spell slots and costly material components are the main limiting factors. When it comes to magic items it's availability (they're not easy to come by in the first place), attunement, and which body parts they occupy.
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To your specific example, let's say for the sake of simplicity that you've got a Fighter with Chainmail +2 and a Shield +2. Their AC would be 22. Chainmail defaults to AC 16, being a +2 it raises to 18. A Shield by default adds +2 to your AC, which would then make it 20. But because it's a Shield +2, it would make your AC 22.
Yeah, PC AC gets kind of out of control at higher levels unless the DM keeps a tight reign on armor enchantments. You are hard-pressed to find much in the monster manual with an AC beyond 22, but a heavy armor user can reach Ancient Dragon-level AC with just a +1 shield and +1 plate mail.
Personally, I think shield enchantments should be limited to powers and effects, and only armor should get +1/2/3 enhancements. But that's just me.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm