For the main character you need 1 level of monk or barbarian for unarmored defense. Go the rest of your levels in blade singer wizard. Use the stat boosting very rare items to get dex, int, and either con or wis, depending on monk or barbarian, up to 30. Get bracers of defense, a defender, and cloak of protection for your attunement slots. Without blade song your AC with be 10 + 10(dex mod) + 10(con or wis mod) + 2(bracers) + 3(defender) + 1(cloak)=36. You would blade song on your turn to get an ac boost equal to your int mod so your ac goes to 46 and cast Alustriel's Mooncloak to get half cover for +2 ac up to 48. One of the characters helping you cast shield of faith on you to bring you to 50 ac. The second is a valor bard that casts haste to bring you up to 52 and gives you a bardic inspiration die for combat inspiration. The last character helping is a cavalier fighter with enough levels in cleric to cast warding bond and still be ready to use warding maneuver. That would make your ac 53 + 1d12(defensive combat inspiration) + 1d8(warding maneuver only if they still hit) +5(the shield spell) for an average of 69(nice) and a high of 78 all without armor or a shield.
How many times can you use the same magic item? For example, a Manual of Quickness of Action? "Any number of magic items" would technically mean that you could use multiple Manuals or Tomes of the same type to assume a 30 in all attributes.
If so:
Species and Classes:
Warforged (AC +1)
Monk 1 for Unarmored Defense. 10 + 10 (Dexterity) + 10 (Wisdom) = Base 30
Note: This could be changed for Barbarian 1, College of Dance Bard 3, or Noble Genie Paladin since we won't be using shields and we are assuming 30 in all stats because of the above regarding multiple copies of Manuals and Tomes. Monk and Barbarian work best for this particular combo since it allows us to take 10 levels in Artificer.
Wild Magic Sorcerer 3 (When casting a Sorcerer spell, roll a d20. Let's assume a 20 and then a 49-52 for +2 AC and Immunity to Magic Missile).
We will trigger this with False Life unless someone can think of a better option.
Bladesinger Wizard 3
Activate Bladesong as a Bonus Action on prep turn one for +10 AC (Intelligence).
Battle Master Fighter 3
Activate Bait and Switch with a Superiority Die at the expense of 5 movement but no actual action. (+1D8 AC. For maximum possible results, let's assume +8.)
Fighting Style: Defense (+1 AC)
Alchemist Artificer 10
Allows attunement to 4 magic items
Expend a Spell Slot to create a Resilience Elixir
Levels used 20. AC so far, 52.
Feats:
Origin Feat: ??
Artificer Level 4 Feat: Defensive Duelist
If I am hit, I will use Parry with the Rapier below. (+6 AC)
Artificer Level 8 Feat: ??
AC from Feats: +6
Items:
+3 Defender Rapier (Attunement, +3 AC)
During attack action, I transfer all of the bonus to AC)
Wand of Orcus (Attunement, +3 AC)
We don't appear to be concerned with the negatives, just AC, so....
Exalted Jewel of the Three Prayers (Critical Role: Call of the Netherdeep, Attunement +3)
Bracers of Defense (Attunement, +2 AC)
Flying Chariot (+1 AC)
Other potential options
If battle is in a location of my choosing, I have previously used the Banner of the Krig Rune to create an area (takes 8 hours so can't be included in prep time) where I receive +1 AC. The Banner of the Krig Rune normally requires attunement but creating the area destroys the banner.
4 Attuned Items for an AC bonus of +12 or +13 if the Banner of Krig Rune is allowed.
Allies:
Paladin with Gift of the Metallic Dragon feat
Casts Warding Bond as an Action on me (+1 AC)
Casts Shield of Faith as a Bonus Action on me (Concentration, +2 AC)
If I get hit, uses a Reaction to protect me with wings (+6 AC)
Wizard (Can be one of several spellcasting classes)
Casts Haste as an Action targeting me (Concentration, +2 AC)
Uses Bonus Action to administer Resilience Elixir to me. (+1 AC)
Armorer Artificer hits enemy with Thunder Gauntlets to impose Disadvantage to attack me. This doesn't give me a direct AC bonus, but they enemy likely has to roll a 20 to hit me. Now they have to roll it twice (5% chance of success is now 0.25% chance of success).
Has Mark of the Sentinel to switch places with me as a Reaction so if I am hit, the artificer is instead.
AC from Allies: +12
Actions I have used:
Attack Action (extra action from Haste)
Bonus Action
Reaction
Magic action to cast a Sorcerer spell
Total AC without Reactions: 52 + 12 + 6 = 70 or 71 with the Banner of Krig Rune.
Total AC with Reactions (only applies to a single attack): 52 + 6 + 12 + 12 = 82 or 83 with the Banner of Krig Rune.
Note that in order to get the maximum possible value, for any variable numbers, I am assuming the ideal result. This affects Wild Magic and Bait and Switch.
This is the maximum possible AC I could come up with given the stated parameters. Can anyone increase this?
Rules:
Level 20 character
You have 3 other characters who can help
You have 1 round to prepare
You can have any number of magic items
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Here's one idea, tell me how you can improve it.
For the main character you need 1 level of monk or barbarian for unarmored defense. Go the rest of your levels in blade singer wizard. Use the stat boosting very rare items to get dex, int, and either con or wis, depending on monk or barbarian, up to 30. Get bracers of defense, a defender, and cloak of protection for your attunement slots. Without blade song your AC with be 10 + 10(dex mod) + 10(con or wis mod) + 2(bracers) + 3(defender) + 1(cloak)=36. You would blade song on your turn to get an ac boost equal to your int mod so your ac goes to 46 and cast Alustriel's Mooncloak to get half cover for +2 ac up to 48. One of the characters helping you cast shield of faith on you to bring you to 50 ac. The second is a valor bard that casts haste to bring you up to 52 and gives you a bardic inspiration die for combat inspiration. The last character helping is a cavalier fighter with enough levels in cleric to cast warding bond and still be ready to use warding maneuver. That would make your ac 53 + 1d12(defensive combat inspiration) + 1d8(warding maneuver only if they still hit) +5(the shield spell) for an average of 69(nice) and a high of 78 all without armor or a shield.
Use the Barbarian option, take a shield +3, and your AC goes up by 5.
How many times can you use the same magic item? For example, a Manual of Quickness of Action? "Any number of magic items" would technically mean that you could use multiple Manuals or Tomes of the same type to assume a 30 in all attributes.
If so:
Species and Classes:
Levels used 20. AC so far, 52.
Feats:
AC from Feats: +6
Items:
Other potential options
4 Attuned Items for an AC bonus of +12 or +13 if the Banner of Krig Rune is allowed.
Allies:
AC from Allies: +12
Actions I have used:
Total AC without Reactions: 52 + 12 + 6 = 70 or 71 with the Banner of Krig Rune.
Total AC with Reactions (only applies to a single attack): 52 + 6 + 12 + 12 = 82 or 83 with the Banner of Krig Rune.
Note that in order to get the maximum possible value, for any variable numbers, I am assuming the ideal result. This affects Wild Magic and Bait and Switch.
This is the maximum possible AC I could come up with given the stated parameters. Can anyone increase this?
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