It assumes you can get plate by level 3 which is unlikely, and uses your reaction and concentration each turn. Also, you can't cast burning hands after arcane deflection, only cantrips.
You can get more AC by going forge domain for +1 from blessing of the forge and from being warforged for another +1.
Oh yeah. I didn't even notice that arcane deflection didn't last until your next turn. Shield would be an improvement.
Still, the improvements I suggested are permanent, so that is still 22-24 AC. Now at level 1, since we don't need those wizard levels. And we can do 1 level fighter for defense fighting style for another +1.
Also you missed splashing a level of FIghter for Defensive fighting style
18 Plate, 2 Shield, 1 Defensive, 1 Warforged, +1 Enchancement (Forge cleric)= 23 base AC, 25 AC while concentrating on Shield of Faith, 27 against single attacks with your Arcane Deflection or 30 for a whole round if you spring for Shield at level 4.
At Cleric 6, another +1 whenever wearing heavy armor for 24 base, plus the spells/reactions.
If you can get to Wiz 10, you'll have another +2 AC when concentrating on Shield of Faith as well. At that point you're looking at 24+(4 total from Shield of Faith)+(2 or 5, depending on if you use Arcane Deflection or Shield), for a total of 30-33.
Typically for high AC you make concessions elsewhere, in the case of this build actually getting AC24 from it at level 3 is extremely unlikes, hurts spell progression and limits the caster to nothing but cantrips in combat. If high AC is ever an issue then saves, enemies casting Heat Metal or just ambushing the party during a long rest when nothing but light armor is being worn will compensate.
Don’t punish players for investing in a concept. Sure, challenge the usefulness of their build, put them in occasional situations where their high ac doesn’t help or even becomes a liability or catch them naked TEMPORARILY, but don’t take away their core build concept or you’ll come off as a bully DM, and probably they’ll feel singled out as well.
I’m not trying to be mean, just trying to make my dungeon they’re in have a bigger since of urgency.
Then as C_C suggested, throw some monster that use saves instead of attacks at them. Getting a bit off topic here, if you want suggestions drop me a PM or start a new thread in tips and include party level and environment (you can throw in more details for better tailored encounter).
you assume your dungeon master will let this stay. they will put lots of focus on your character and make sure to kill them.
Nah. 1) only ******* DMs would punish a character for being too specialized. 2) it requires the DM's help to even be that powerful at that low level (see first sentence of first comment).
1 in forge domain for +1 AC, chain mail and shield + shield of faith = 21
3 in collage of swords 6 AC on a defensive flourish = 27
Variant human magic initiate for +5 on shield spell = 32
I think that's achievable but I'm bad with maths
It is MAD and only lasts for 1 turn before going back down to 21 (which is high enough frankly). Also defensive flourish isn't +6, it is +1d6 which averages 3.5, so your 1 turn AC will be in the 27-32 range, averaging 29.5.
War Wizard 2 for Arcane Deflection, +2 AC as a reaction.
Order Domain Cleric 1 for Heavy Armor (+16-18 AC), Shield Proficiency (+2 AC), and Shield of Faith (+2 AC).
Its MAD but easily done with Human using point buy or standard array. Wade into your enemies, cast burning hands, listen to the screams.
It assumes you can get plate by level 3 which is unlikely, and uses your reaction and concentration each turn. Also, you can't cast burning hands after arcane deflection, only cantrips.
You can get more AC by going forge domain for +1 from blessing of the forge and from being warforged for another +1.
Also that's only the AC against a single attack. That's false advertising in my book. It's like saying you can get AC 27 because you can cast shield.
Oh yeah. I didn't even notice that arcane deflection didn't last until your next turn. Shield would be an improvement.
Still, the improvements I suggested are permanent, so that is still 22-24 AC. Now at level 1, since we don't need those wizard levels. And we can do 1 level fighter for defense fighting style for another +1.
Also you missed splashing a level of FIghter for Defensive fighting style
18 Plate, 2 Shield, 1 Defensive, 1 Warforged, +1 Enchancement (Forge cleric)= 23 base AC, 25 AC while concentrating on Shield of Faith, 27 against single attacks with your Arcane Deflection or 30 for a whole round if you spring for Shield at level 4.
At Cleric 6, another +1 whenever wearing heavy armor for 24 base, plus the spells/reactions.
If you can get to Wiz 10, you'll have another +2 AC when concentrating on Shield of Faith as well. At that point you're looking at 24+(4 total from Shield of Faith)+(2 or 5, depending on if you use Arcane Deflection or Shield), for a total of 30-33.
Not bad.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Yeah I mean it's no where near the most optimized, but a player brought it to me and I thought it was funny.
As a War Wizard using concentration on anything other than Dragons Breath is probably a mistake. At least at level 3.
This should be illegal
All of it
That’s why there are things that require saves. To counteract high AC.
another way to counteract high AC? Grappling/restraining, while your buddies gang up on the prone grappled victim.
🤷🏼♂️ Comes down to DM decisions, just like some things come down to player decisions. Most things, gamebreaking or not, have ways to be countered.
Blank
Typically for high AC you make concessions elsewhere, in the case of this build actually getting AC24 from it at level 3 is extremely unlikes, hurts spell progression and limits the caster to nothing but cantrips in combat. If high AC is ever an issue then saves, enemies casting Heat Metal or just ambushing the party during a long rest when nothing but light armor is being worn will compensate.
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Speaking with on this topic, one of my characters is a Paladin with full plate + shield to have an ac over 20
I have an idea to change this next session, which might involve rust monsters
Don’t punish players for investing in a concept. Sure, challenge the usefulness of their build, put them in occasional situations where their high ac doesn’t help or even becomes a liability or catch them naked TEMPORARILY, but don’t take away their core build concept or you’ll come off as a bully DM, and probably they’ll feel singled out as well.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I’m not trying to be mean, just trying to make my dungeon they’re in have a bigger since of urgency.
Then as C_C suggested, throw some monster that use saves instead of attacks at them. Getting a bit off topic here, if you want suggestions drop me a PM or start a new thread in tips and include party level and environment (you can throw in more details for better tailored encounter).
you assume your dungeon master will let this stay. they will put lots of focus on your character and make sure to kill them.
Nah. 1) only ******* DMs would punish a character for being too specialized. 2) it requires the DM's help to even be that powerful at that low level (see first sentence of first comment).
4th lvl
1 in forge domain for +1 AC, chain mail and shield + shield of faith = 21
3 in collage of swords 6 AC on a defensive flourish = 27
Variant human magic initiate for +5 on shield spell = 32
I think that's achievable but I'm bad with maths
heat metal might just do it.
"Not all those who wander are lost"
It is MAD and only lasts for 1 turn before going back down to 21 (which is high enough frankly). Also defensive flourish isn't +6, it is +1d6 which averages 3.5, so your 1 turn AC will be in the 27-32 range, averaging 29.5.