D&D 5E Best AC in game (without using any armor)?

For as long as your shield spells last. And you're still mostly a Sorceror with a rather low Charisma, so your effectiveness isn't going to be that impressive. Having a high AC is generally only ideal if your opponents actually have a reason to attack you.

This is a build for going places. Most creatures will find it really hard to stop an unhittable character that can also teleport (misty step, blink, dimension door, teleport, etherealness, PLANE SHIFT).

You can also annoy big strong dudes by poking them with your dagger while they can't lay a hand on you.
 

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A sage ruling/errata.
It's not errata - it's what the book has always said, but maybe not as clearly as it could (such as by not saying it in a section that people think to check back on after their first read through).

I don't see why those two are incompatible.
It's a rule found on page 14 of the PHB, or page 9 of the basic player's rules PDF, under the heading "Armor Class."

specifically the last sentence, "If you have multiple features that give you different ways to calculate your AC, you choose which one to use."

So when you have one thing that says "AC equals 13 + Dexterity modifier", and another thing that says "AC equals 10 + Dexterity modifier + Constitution modifier", you choose which one to use.

The only time any AC benefit doesn't follow that rule of choosing one is when the AC benefit is just a single modifier, such as a shield or cover, phrased as "a +X bonus to AC."
 

I don't see why those two are incompatible. The multiclassing rules say that you can't gain the Unarmored Defence feature from two classes. It doesn't mention Draconic Resilience. Am i missing something?

It's been ninja'd, but you need to look at how they are worded. They are completely separate equations in overall "determine AC" equation. It's a basic IF-THAN statement that doesn't overlap. Unlike previous editions, where many of these rules were phrased as "Add X modifier to AC if this prerequisite is made", 5e says, "if this prerequisite is made, then your AC is this."

Forgive the analogy, but think of it like this.

If you have the sun skill, if it is sunny, your AC is 16+int
If you have the cloud skill, if there are clouds, then your AC is 17+dex

If the situation arises where it's sunny and there are clouds, you don't add them together. Let's say you have an INT modifier of +2 and a DEX modifier of +2. So your AC is either 18 or 19. If you were to write this as an equation, the first step gives you an 18 AC. But then it checks the next rule, which changes your AC to 19.

I.e.:

If "sunny" than AC=(16+INT Mod)
If "cloudy" then AC=(17+DEX Mod)

Only one of those can be a valid value at any given time.
 


This is a build for going places. Most creatures will find it really hard to stop an unhittable character that can also teleport (misty step, blink, dimension door, teleport, etherealness, PLANE SHIFT).

You can also annoy big strong dudes by poking them with your dagger while they can't lay a hand on you.

Until those big dudes just grapple you (since it doesn't use an attack roll) and you're done.
 

Technically?

My guess would be some combo of Bladesinger Wizard/Black Dragon Mask with max Charisma from HotDQ. Permanent Shield spell (+5) from level 18 Spell Master, +5 Int (Bladesinger), +5 Cha (Black Dragon Mask), + 2 from Haste, could add Bracers of Defense for another +2, with Mage Armor you get something like 36?
 




Just FYI, grapple doesn't do jack to stop spell casting. So Misty Step/DDoor, Planeshift, et al.

Which is all well and good if you have some way to use those before you get moved into an area that hurts. Or if you get knocked prone instead (also not an attack roll), and all attacks have advantage on you until your turn.
 

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