the obvious answer is 20 (plate armor + Shield) ... but i'm sure there are interesting abilities that can increase AC above 20 without using home brew content or magic items.
I was thinking Dragon Sorcerer and Monk?
Dragon Sorcerer gets an ability Dragon Resilience ... this gives you a Base AC for 13 + Dex ... could this ability be stacked with unarmored defense from the monk or barbarian ... if this is possible it would make your theoretical AC (assuming skills are maxed) would be 23. i know you cant stack unarmored defense with unarmored defense (monk/barbarian) but Dragon Resilience is technically a different skill ... ?
At level 2 a Fighter/Forge Cleric can take the Defense fighting style as well as use Blessing of the Forge to give the armor or Shield +1. This means a lvl two character with starting equipment could have Scalemail for 16 AC +2 Shield +1 Defense +1 Blessing of the Forge for a 20 AC.
In my opinion Full Plate IS magical gear in 5e. It costs more then most Uncommon Magic Items!
You can't stack any AC calculation. Flat out.
Unarmored Defense Monk, Unarmored Defense Barbarian, Dragonic Resilience, Mage Armor, or normal armor are all AC Calculations. You pick your best and can't stack them.
A Barbarian can hold a shield so IF a Barbarian had Con 20 and Dex 20 and a Shield they'd have an AC of 22, but that is highly unlikely situation. That character could then multiclass Fighter for Defense fighting style and Forge Cleric for blessing the shield and have an AC of 24 Blade Singers can get really high ACs also. They can only wear Light armor but at Dex 20 that means 12+5=17 AC, while singing they add their Int Mod (assume +5) for 22. They can always cast Shield if they have a lvl 1 spell slot for +5 AC for a turn. ... but it gets silly. And both are assuming maximum stats on a high level character.
The Devs put a lot of intentionality to keep To Hit and AC from spiraling out of control like in 3rd ed.
the obvious answer is 20 (plate armor + Shield) ... but i'm sure there are interesting abilities that can increase AC above 20 without using home brew content or magic items.
I was thinking Dragon Sorcerer and Monk?
Dragon Sorcerer gets an ability Dragon Resilience ... this gives you a Base AC for 13 + Dex ... could this ability be stacked with unarmored defense from the monk or barbarian ... if this is possible it would make your theoretical AC (assuming skills are maxed) would be 23. i know you cant stack unarmored defense with unarmored defense (monk/barbarian) but Dragon Resilience is technically a different skill ... ?
what are peoples ideas ?
You cannot combine things that are "AC calculation" - since unarmoured defence is an "AC calculation" of AC 10 + Dex + Wis, it cannot be combined with other AC calculations such as Draconic Resilience (AC 13 + 10). Where you have multiple ones you choose the one you want. For example if you have Draconic Resilience there is no point getting the Mage Armor spell, since it would replace your AC with something that is equal to it (AC 13+Dex).
Assuming 20 in any given stat, based on class features:
Draconic Resilience: AC 17 no armour can use Shield item +2. Total AC 19
Most arcane spellcasters with no armour can use Mage Armor to equal Draconic Resilience.
Unarmoured defense, such as Monk (AC 10+Dex+Wis) or Barbarian (AC 10+Dex+Con) = AC 20. Monks cannot use a Shield but a Barbarian can, so a Barbarian can get AC 22. Note also that Barbarians get various damage resistences when raging. They're serious tanks.
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So if we allow feats, assume 20 in relevant stats, no magic items and Level 20 what can we get?
Wizard
Dex Rolled 18, +2 Race, Dex 20 without Ability Score Increases or Feats, +5 AC
Level 18 can choose one 1st level spell to cast at-will. Choose Shield spell for +5 AC for reactions.
Level 4 Feat: Magic Initiate Wizard, 1st level spell choice: Mage Armor +3 AC without using spell slots for 8 hours.
Level 8 Feat: Magic Initiate Sorcerer, 1st level spell choice: Mage Armor +3 AC without using spell slots for 8 hours. Nothing stops you doing this to get a second free use of the spell for 16 hours worth of +3 AC, since the other 8 hours you'll be asleep and can use 1 spell slot. This spell slot is easily recoverable since you'll be taking a long rest after casting.
Levet 12 feat: Lightly armoured. Gain proficiency with light armour. Unnecessary if Dwarf. This is just to get the next feat, as Mage Armor is superior to light armour.
Level 16 feat: Moderately armoured. Again Mage armour is actually better but this does grant Shield proficiency and nothing stops you using a shield with mage armour or the shield spell. This feat is not necessary for a dwarf.
Mage Armor + Dex + Shield = 20, using reactions +5 from at-will shield-spell so throughout combat you can maintain AC 25.
Worth noting that if we did allow magic items it is not hard to get Cloak of Protection, Ring of Protection and Bracers of Defense and their bonuses do stack. These are 2 rare and 1 uncommon so not unusual for level 20. If you consider Robe of the Archmagi you can replace Mage Armour as it offers AC calc of 15 + Dex. So with these items plus everything else your Wizard will face most of their combat with an AC of 31.
I have not looked at other classes since I tend to only focus on spellcasters.
A Monk with 20 Dex & 20 Wis will have an Base AC of 20 using Unarmoured Defense calculations. The UA Mariner Fighting style gives +1 to AC so long as they have arnt wielding a shield or wearing Heavy Armour. Shield of Faith gives a +2 to AC for 10 minutes.
Meaning that a Monk x/Fighter 1/Cleric 1 can have a burst AC of 23.
Level 20 Barbarian with 20 Dex and 24 Con and a shield has 24 AC. Plus with Careful application of feats you can use Magic Initiate to cast Shield for one round. Along with other highly situational effects. A third party might cast Haste and/or Shield of Faith. 3/4 cover can add +5 as well.
I think 24 AC level 20 Barbarian is the answer you're looking for.
15/5 Bard/wizard. Go with college of swords and bladesinger with 20 dex and 20 int. Cast mage armor and haste before combat. 13 AC from mage armor + 5 from dex modifier + 5 from int modifier + 2 from haste. Use defensive flourish and roll a 12. Cast shield as a reaction for 42 AC. This is incredibly unrealistic, but it's the highest I can think of without magic items.
I am aware you were not looking for the use of magic items, however I found this video to be quite informative on how to achieve maximum AC for your character. ;) :P
I get that it's a joke, but decreasing the targets attack bonus is not the same as increasing your AC. Technically different while practically the same. I suppose "no its not possible." Would have been a short video though.
The combat maxim I have always lived by : "The best defence is not to be there."
Although intellectually a fun exercise, this drive to attain the best possible armour class always seems counter-productive to me. And selfish. Unless the DM is running published adventures as published (and AL DMs should be) then an "artificially high" AC is just going to be matched by inflated bonuses to hit, or a higher reliance of spells such as Sacred Flame , Acid Splash, or Blindness/Deafness, maybe even the mighty Fireball.
A true hero understands the importance of balance.
The combat maxim I have always lived by : "The best defence is not to be there."
Although intellectually a fun exercise, this drive to attain the best possible armour class always seems counter-productive to me. And selfish. Unless the DM is running published adventures as published (and AL DMs should be) then an "artificially high" AC is just going to be matched by inflated bonuses to hit, or a higher reliance of spells such as Sacred Flame , Acid Splash, or Blindness/Deafness, maybe even the mighty Fireball.
A true hero understands the importance of balance.
I agree that it's unwise to engage in an min/max arms race with the DM, who will always win if he wants to. However, don't a lot of AL players engage in triple stat dumping with human variant feat acquisition for ridiculous min/maxing shenanigans? Maybe AL shouldn't be the norm for roleplaying?
I like that AL provides a baseline for what a group of adventurers ought to be able to tackle. The same goes for 'official' adventures. It puts the 'Game' into RPG.
If my players suffer a TPK in a homebrew adventure, who's fault is that? (Rhetorical question...) If the same players suffer a TPK in AL/'official' adventure, it's much easier to blame their decisions. (And the Dice Gods, of course.)
As a DM, I don't like to see ACs above 20, or massive bonuses to hit (Player or NPC). 5th edition doesn't seem as 50/50 on rolls as 4th was, but the dialling back on the war between AC and hit bonus is what persuaded me to jump ship from earlier editions. If high ACs becomes the norm at AL tables, future adventures are bound to reflect that...
"Maybe AL shouldn't be the norm for roleplaying?" - fortunately, having high AC is not a requirement for the roleplaying aspect of AL or D&D in general. The PHB +1 rule shows that they want it to be more than just chess.
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Roleplaying since Runequest.
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the obvious answer is 20 (plate armor + Shield) ... but i'm sure there are interesting abilities that can increase AC above 20 without using home brew content or magic items.
I was thinking Dragon Sorcerer and Monk?
Dragon Sorcerer gets an ability Dragon Resilience ... this gives you a Base AC for 13 + Dex ... could this ability be stacked with unarmored defense from the monk or barbarian ... if this is possible it would make your theoretical AC (assuming skills are maxed) would be 23. i know you cant stack unarmored defense with unarmored defense (monk/barbarian) but Dragon Resilience is technically a different skill ... ?
what are peoples ideas ?
AC calculations explicitly don't stack.
You won't find much that does stack either, as 5th edition avoided such things to try to avoid characters ending up with really high AC.
The defense fighting style under fighter/paladin etc will give you an extra point of AC.
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"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
At level 2 a Fighter/Forge Cleric can take the Defense fighting style as well as use Blessing of the Forge to give the armor or Shield +1.
This means a lvl two character with starting equipment could have Scalemail for 16 AC +2 Shield +1 Defense +1 Blessing of the Forge for a 20 AC.
In my opinion Full Plate IS magical gear in 5e. It costs more then most Uncommon Magic Items!
You can't stack any AC calculation. Flat out.
Unarmored Defense Monk, Unarmored Defense Barbarian, Dragonic Resilience, Mage Armor, or normal armor are all AC Calculations. You pick your best and can't stack them.
A Barbarian can hold a shield so IF a Barbarian had Con 20 and Dex 20 and a Shield they'd have an AC of 22, but that is highly unlikely situation. That character could then multiclass Fighter for Defense fighting style and Forge Cleric for blessing the shield and have an AC of 24
Blade Singers can get really high ACs also. They can only wear Light armor but at Dex 20 that means 12+5=17 AC, while singing they add their Int Mod (assume +5) for 22. They can always cast Shield if they have a lvl 1 spell slot for +5 AC for a turn.
... but it gets silly. And both are assuming maximum stats on a high level character.
The Devs put a lot of intentionality to keep To Hit and AC from spiraling out of control like in 3rd ed.
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A Monk with 20 Dex & 20 Wis will have an Base AC of 20 using Unarmoured Defense calculations. The UA Mariner Fighting style gives +1 to AC so long as they have arnt wielding a shield or wearing Heavy Armour. Shield of Faith gives a +2 to AC for 10 minutes.
Meaning that a Monk x/Fighter 1/Cleric 1 can have a burst AC of 23.
Level 20 Barbarian with 20 Dex and 24 Con and a shield has 24 AC. Plus with Careful application of feats you can use Magic Initiate to cast Shield for one round. Along with other highly situational effects. A third party might cast Haste and/or Shield of Faith. 3/4 cover can add +5 as well.
I think 24 AC level 20 Barbarian is the answer you're looking for.
Extended Signature
What about Bladesingers that can reach AC of 30 or above
and thats without magic items
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If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
With short term benefits, including blade song, Shield and Haste this is true and possibly superior.
Extended Signature
I thought Blade Singers were added to Xanathar's
Extended Signature
Just looked it up. It's in SCAG so definately published.
Extended Signature
While Bladesinger may have been UA at some point, they are now published in "SCAG"
15/5 Bard/wizard. Go with college of swords and bladesinger with 20 dex and 20 int. Cast mage armor and haste before combat. 13 AC from mage armor + 5 from dex modifier + 5 from int modifier + 2 from haste. Use defensive flourish and roll a 12. Cast shield as a reaction for 42 AC. This is incredibly unrealistic, but it's the highest I can think of without magic items.
Greetings,
I am aware you were not looking for the use of magic items, however I found this video to be quite informative on how to achieve maximum AC for your character. ;) :P
Regards,
Cedriciii
aka "dungeonduck"
The Ultimate Armor Class - Over 100 AC!!! by DawnforgedCast
Technically AL legal. Not easy, practical, or realistic. However, it does fall under RAW... o_O
I get that it's a joke, but decreasing the targets attack bonus is not the same as increasing your AC. Technically different while practically the same. I suppose "no its not possible." Would have been a short video though.
Extended Signature
The combat maxim I have always lived by : "The best defence is not to be there."
Although intellectually a fun exercise, this drive to attain the best possible armour class always seems counter-productive to me. And selfish.
Unless the DM is running published adventures as published (and AL DMs should be) then an "artificially high" AC is just going to be matched by inflated bonuses to hit, or a higher reliance of spells such as Sacred Flame , Acid Splash, or Blindness/Deafness, maybe even the mighty Fireball.
A true hero understands the importance of balance.
Roleplaying since Runequest.
I like that AL provides a baseline for what a group of adventurers ought to be able to tackle. The same goes for 'official' adventures.
It puts the 'Game' into RPG.
If my players suffer a TPK in a homebrew adventure, who's fault is that? (Rhetorical question...)
If the same players suffer a TPK in AL/'official' adventure, it's much easier to blame their decisions. (And the Dice Gods, of course.)
As a DM, I don't like to see ACs above 20, or massive bonuses to hit (Player or NPC). 5th edition doesn't seem as 50/50 on rolls as 4th was, but the dialling back on the war between AC and hit bonus is what persuaded me to jump ship from earlier editions. If high ACs becomes the norm at AL tables, future adventures are bound to reflect that...
"Maybe AL shouldn't be the norm for roleplaying?" - fortunately, having high AC is not a requirement for the roleplaying aspect of AL or D&D in general. The PHB +1 rule shows that they want it to be more than just chess.
Roleplaying since Runequest.