Powerful indeed! Is the rogue even proficient with it though? Since mithril is evoked, it seems like it's a metal armor and light armor are made of cloth or leather for the most part.
The situation with a creature disengaging was a 'baby' Nether Kraken (Homebrew creature) that had grabbed their miniaturised ship (they've been shrunk by the 'little people' to fit on their ship, the Titania!) whilst sailing on the fringes of the negative material plane. It's rare for my beasties to try and run away, but this anthropoid had bitten off more than it could chew and had bigger and easier fish to fry elsewhere...
This rogue has 25 AC. This is mainly due to having 26 dex and wearing the Armor of the Light:
Armor of the Light
Armor Class:
17
Weight:
10lb.
Cost:
--
Version:
1.1
The Armour of the Light is one of two ancient sets of armour made by the lost dwarves of ancient Faerun, when the Gods themselves were young. The sets were made to protect the Kings of two realms at war, helping to finally bring peace after many years. Unlike its counterpart, the Armour of Infernal Darkness, this set requires a light spell each day to see the benefits of the armour come into effect.
The mithril used to make the suit is of a special purified form of mithril, the making of which has been lost to the ages.
The armour bestows a +2 AC bonus and also increases the stats of the wearer by +3, compounded on top of other bonuses and allows the stats to go over 20.
Legend has it that should the wearers of the two armours fight, whether directly or by proxy, they will both be utterly consumed, and the armour lost forever.
Yes, it is a very powerful item.
If this is a +2 metal armor that confers 17 AC is it half plate? Because that would mean the rogue only adds 2 of it's DEX to AC, and has disadvantage on attacks unless proficient somehow.
Unless the "+2" is wrong and this is actually effectively +5 studded leather (which is ridiculously strong even for an artifact).
I wouldn't be too worried about the AC, a level 2 spellcaster can achieve it with no magical items albeit for a round at a time and 20 dex. The type of armor matters for stealth checks mostly I'd include the line all mithral armor has for 5e. As for the sneak attacks everyone else covered that well enough.
I wouldn't be too worried about the AC, a level 2 spellcaster can achieve it with no magical items albeit for a round at a time and 20 dex.
Saying that it only passively does what expanding a reaction and spell slot every round does is exactly a reason to worry. It usually takes stacking 2 legendary items together to achieve close to that.
The type of armor matters for stealth checks mostly I'd include the line all mithral armor has for 5e. As for the sneak attacks everyone else covered that well enough.
I wouldn't be too worried about the AC, a level 2 spellcaster can achieve it with no magical items albeit for a round at a time and 20 dex.
Saying that it only passively does what expanding a reaction and spell slot every round does is exactly a reason to worry. It usually takes stacking 2 legendary items together to achieve close to that.
A first level spell slot, later on it gets higher than that if you make any effort towards it. You'd be having tiamat have like a 44% chance to miss you with an attack roll at level two with mage armor, shield, and protection from evil and good with 25 AC. First level spells are basically legendary out of the box. Which is likely the real reason the DM might have trouble since they are an arcane trickster with access to said spells. Any failed dex check from a spell that involves dmg only does 1/4th with absorb elements and evasion. He has 30 AC with just the shield spell. (Which would be your near typical bladesinger with 20 int and dex.) He has access to the spell protection from evil and good. A fullcaster like the bladesinger gets to that AC more quickly than the level 17 arcane trickster, but the burst the 1st level spells give still exist and the wizard very much even without bladesinging ends up being able to reach that AC with a set of items himself with extra benefits. Arcane trickster is the strongest available rogue.
I wouldn't be too worried about the AC, a level 2 spellcaster can achieve it with no magical items albeit for a round at a time and 20 dex. The type of armor matters for stealth checks mostly I'd include the line all mithral armor has for 5e. As for the sneak attacks everyone else covered that well enough.
I would be very worried about a AC of 25 on any character that does not require any effort to keep that high from just 1 item. And how the heck does a level 2 spell caster even hit 25 AC? Mage Amor + 20 DEX is only 18. Throw in a Shield spell and its still only 23.... And how broken must the spellcaster be to have 20 DEX at level 2 lol.
I wouldn't be too worried about the AC, a level 2 spellcaster can achieve it with no magical items albeit for a round at a time and 20 dex. The type of armor matters for stealth checks mostly I'd include the line all mithral armor has for 5e. As for the sneak attacks everyone else covered that well enough.
I would be very worried about a AC of 25 on any character that does not require any effort to keep that high from just 1 item. And how the heck does a level 2 spell caster even hit 25 AC? Mage Amor + 20 DEX is only 18. Throw in a Shield spell and its still only 23.... And how broken must the spellcaster be to have 20 DEX at level 2 lol.
A level 2 bladesinger with a combined +8 between DEX and INT and studded leather has 20 AC while blade singing and can use all 3 slots for Shield.
But that eats its reactions and slots so can only use cantrips for damage on its turn. Not very practical.
I wouldn't be too worried about the AC, a level 2 spellcaster can achieve it with no magical items albeit for a round at a time and 20 dex. The type of armor matters for stealth checks mostly I'd include the line all mithral armor has for 5e. As for the sneak attacks everyone else covered that well enough.
I would be very worried about a AC of 25 on any character that does not require any effort to keep that high from just 1 item. And how the heck does a level 2 spell caster even hit 25 AC? Mage Amor + 20 DEX is only 18. Throw in a Shield spell and its still only 23.... And how broken must the spellcaster be to have 20 DEX at level 2 lol.
A level 2 bladesinger with a combined +8 between DEX and INT and studded leather has 20 AC while blade singing and can use all 3 slots for Shield.
But that eats its reactions and slots so can only use cantrips for damage on its turn. Not very practical.
My bad I probably should of specified using standard array or point buy. Rolling gods stats does make things easier lol.
I wouldn't be too worried about the AC, a level 2 spellcaster can achieve it with no magical items albeit for a round at a time and 20 dex. The type of armor matters for stealth checks mostly I'd include the line all mithral armor has for 5e. As for the sneak attacks everyone else covered that well enough.
I would be very worried about a AC of 25 on any character that does not require any effort to keep that high from just 1 item. And how the heck does a level 2 spell caster even hit 25 AC? Mage Amor + 20 DEX is only 18. Throw in a Shield spell and its still only 23.... And how broken must the spellcaster be to have 20 DEX at level 2 lol.
A level 2 bladesinger with a combined +8 between DEX and INT and studded leather has 20 AC while blade singing and can use all 3 slots for Shield.
But that eats its reactions and slots so can only use cantrips for damage on its turn. Not very practical.
My bad I probably should of specified using standard array or point buy. Rolling gods stats does make things easier lol.
True, since you can't get higher than a +3 after race bonus using those methods (I'll never understand why 16 is too strong...), even with mage armor and shield the highest they can get is 24 at level 2.
Mage armor (13) Dex (5) Shield (2) Shield spell (5) Any Wizard 1, Peace Cleric 1. You can still cast while a shield is equipped and can give 2d4 saves to multiple targets with bless and peace cleric feature. As an example. Your spell save isn't that important early on in levels when you have spells like sleep and grease, you pump into up with ASIs as you level and get better spells. Any out of the box monster does just fine failing DC 13 spells. In terms of having a 20 dex you'll have to roll, but you only need a 17 out of one of the rolls which has a decent chance depending how the rolls are done. Custom lineage for the +2, take a feat that gives +1 to the stat. 20 in a stat completed. And as my buddy pointed out it isn't nearly as hard for a blade singer.
Could optimize the point buy by going mountain dwarf. 8 str, 17 dex, 12 con, wis 13, 17 int, 8 cha. Takes three ASIs to max it wizard gets 5. It maxes faster than many martials for main stats with room to put two asis to con. 16 con.(Though AC maxing isn't the best thing to do really since it's easy, free tough feat from the Feature: Wildspace Adaptation. You can end up with a wizard that's just as effective with easily 182 hp, if you're an abjuration wizard +50 ward hp. Then temp on top of that from tenser's transformation for 50 temp hp. 282 hp, if you want magical casting with lower temp hp you can have a twilight cleric just refreshing the temp or your own source of temp hp with a lesser spell.)
Any spellcaster can get the shield spell now, you don't need to multiclass thanks to things like Strixhaven initiate feat existing now either. So that opens up a lot of things too. For example the paladin in normal plate and shield casting the shield spell for 25 AC. With +3 plate and +3 shield it becomes 31 AC. Defender 34 AC. Strong items, but weaker items also give good AC bonuses or effectively make AC pointless for anything barring the most fierce creatures. Paladin takes 3 levels of battle master and he can roll an extra 8 AC on top of that possibly.
Then there are things like cover, etc.
I don't really consider the player power gaming in the context of the game itself nor the item that strong. Staff of power is still a stronger item at very rare than the armor since AC is so abundant in practice. Something like a free wall of force isn't. The rules just needed to be straightened out, I hope that goes well.
For such a Rogue to be able to cast Shield spell, it must be proficient with shield and not wield a weapon in the other hand though.
There is a small way around it. TWF, attack, bonus action, item interaction put off hand away. Have free hand for shield spell. Alternate every other turn. Or just have warcaster. Something to bring up if the player is actually doing that. :thinking:
Powerful indeed! Is the rogue even proficient with it though? Since mithril is evoked, it seems like it's a metal armor and light armor are made of cloth or leather for the most part.
If this is a +2 metal armor that confers 17 AC is it half plate? Because that would mean the rogue only adds 2 of it's DEX to AC, and has disadvantage on attacks unless proficient somehow.
Unless the "+2" is wrong and this is actually effectively +5 studded leather (which is ridiculously strong even for an artifact).
I wouldn't be too worried about the AC, a level 2 spellcaster can achieve it with no magical items albeit for a round at a time and 20 dex. The type of armor matters for stealth checks mostly I'd include the line all mithral armor has for 5e. As for the sneak attacks everyone else covered that well enough.
Saying that it only passively does what expanding a reaction and spell slot every round does is exactly a reason to worry. It usually takes stacking 2 legendary items together to achieve close to that.
This too.
A first level spell slot, later on it gets higher than that if you make any effort towards it. You'd be having tiamat have like a 44% chance to miss you with an attack roll at level two with mage armor, shield, and protection from evil and good with 25 AC. First level spells are basically legendary out of the box. Which is likely the real reason the DM might have trouble since they are an arcane trickster with access to said spells. Any failed dex check from a spell that involves dmg only does 1/4th with absorb elements and evasion. He has 30 AC with just the shield spell. (Which would be your near typical bladesinger with 20 int and dex.) He has access to the spell protection from evil and good. A fullcaster like the bladesinger gets to that AC more quickly than the level 17 arcane trickster, but the burst the 1st level spells give still exist and the wizard very much even without bladesinging ends up being able to reach that AC with a set of items himself with extra benefits. Arcane trickster is the strongest available rogue.
I would be very worried about a AC of 25 on any character that does not require any effort to keep that high from just 1 item. And how the heck does a level 2 spell caster even hit 25 AC? Mage Amor + 20 DEX is only 18. Throw in a Shield spell and its still only 23.... And how broken must the spellcaster be to have 20 DEX at level 2 lol.
A level 2 bladesinger with a combined +8 between DEX and INT and studded leather has 20 AC while blade singing and can use all 3 slots for Shield.
But that eats its reactions and slots so can only use cantrips for damage on its turn. Not very practical.
My bad I probably should of specified using standard array or point buy. Rolling gods stats does make things easier lol.
True, since you can't get higher than a +3 after race bonus using those methods (I'll never understand why 16 is too strong...), even with mage armor and shield the highest they can get is 24 at level 2.
https://ddb.ac/characters/90580326/ABrAQg
This character can pump their AC up to 26 at level 2.
Point buy and Variant Human for a 16 in Int and Dex. Pick Magic Initiate(Cleric) for the level 1 feat. Go Bladesinger at level 2.
10 + 3(Dex) + 3(Mage Armor) + 2(Shield of Faith) + 3(Bladesong) + 5(Shield) = 26
Still, incredibly impractical.
Mage armor (13) Dex (5) Shield (2) Shield spell (5) Any Wizard 1, Peace Cleric 1. You can still cast while a shield is equipped and can give 2d4 saves to multiple targets with bless and peace cleric feature. As an example. Your spell save isn't that important early on in levels when you have spells like sleep and grease, you pump into up with ASIs as you level and get better spells. Any out of the box monster does just fine failing DC 13 spells. In terms of having a 20 dex you'll have to roll, but you only need a 17 out of one of the rolls which has a decent chance depending how the rolls are done. Custom lineage for the +2, take a feat that gives +1 to the stat. 20 in a stat completed.
And as my buddy pointed out it isn't nearly as hard for a blade singer.
Could optimize the point buy by going mountain dwarf. 8 str, 17 dex, 12 con, wis 13, 17 int, 8 cha. Takes three ASIs to max it wizard gets 5. It maxes faster than many martials for main stats with room to put two asis to con. 16 con.(Though AC maxing isn't the best thing to do really since it's easy, free tough feat from the Feature: Wildspace Adaptation. You can end up with a wizard that's just as effective with easily 182 hp, if you're an abjuration wizard +50 ward hp. Then temp on top of that from tenser's transformation for 50 temp hp. 282 hp, if you want magical casting with lower temp hp you can have a twilight cleric just refreshing the temp or your own source of temp hp with a lesser spell.)
Any spellcaster can get the shield spell now, you don't need to multiclass thanks to things like Strixhaven initiate feat existing now either. So that opens up a lot of things too.
For example the paladin in normal plate and shield casting the shield spell for 25 AC. With +3 plate and +3 shield it becomes 31 AC. Defender 34 AC. Strong items, but weaker items also give good AC bonuses or effectively make AC pointless for anything barring the most fierce creatures.
Paladin takes 3 levels of battle master and he can roll an extra 8 AC on top of that possibly.
Then there are things like cover, etc.
I don't really consider the player power gaming in the context of the game itself nor the item that strong. Staff of power is still a stronger item at very rare than the armor since AC is so abundant in practice. Something like a free wall of force isn't. The rules just needed to be straightened out, I hope that goes well.
There is a small way around it. TWF, attack, bonus action, item interaction put off hand away. Have free hand for shield spell. Alternate every other turn. Or just have warcaster. Something to bring up if the player is actually doing that. :thinking: