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

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.

....you're talking about a level 20 Wizard with 9th level spells. I'd have my Simulacrum come and DDoor me away, or one of a bajillion other things 5-9th level spells let you do that straight up don't even allow the fight to happen in the first place. Even at advantage you're still going for 36 AC to hit, which means a +17 to hit without a crit is just the start. Certain classes can get close to that with some optimization and a magical weapon, sure.
 

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....you're talking about a level 20 Wizard with 9th level spells. I'd have my Simulacrum come and DDoor me away, or one of a bajillion other things 5-9th level spells let you do that straight up don't even allow the fight to happen in the first place. Even at advantage you're still going for 36 AC to hit, which means a +17 to hit without a crit is just the start. Certain classes can get close to that with some optimization and a magical weapon, sure.
He was talking about his PC going up to fighters and stabbing them with his dagger, thinking he wasn't going to get hit. I was simply responding that if he did that, he'd be in for a rude awakening for the reasons I gave.
 

Well from earlier analysis of this thread: http://www.enworld.org/forum/showthread.php?475208-Highest-Possible-5E-AC

I can get to AC: 36 with a Level 20 Barbarian and lots of magic items and spells...

Barbarian at level 20 gets Primal Might (+4 STR and CON, raises the cap to 24), so can have 24 CON.
So Unarmored Defence with DEX 20 (+5), CON 24 (+7) = 10+5+7 = AC:22 base

Using a +3 magical shield
+2 from shield,
+3 from it being a Magic Shield +3. (+3 shield is a very rare item does not require attunement)
= AC: 27.

As the +3 Shield doesn't require attunement.

Then:
Ioun Stone of Protection- +1 AC (Rare item that requires attunement)
Cloak of Protection +1 AC (Uncommon item that requires attunement)
Ring of Protection +1 AC (Rare item that requires attunement)
= +3 AC
= AC:30 (AC 35 in 3/4 cover)

If you replace one of the items with a Defender (Legendary item that requires attunment) and use it's full bonus then it goes to +3, +1, +1
= AC: 32 (AC: 37 in 3/4 cover)

Contrary to initial assumptions, there are no enchantment bonus or similar anti-stacking mechanic. I believe the semi-official tweets confirm it's ok to stack AC from magic items if the DM lets you get hold of them.

Then someone casts Shield of Faith on them for +2 more AC. And SOMEONE ELSE casts Haste on them (they're both concentration spells) for another +2 AC

= AC:36, (AC:41 in 3/4 Cover) with Shield of Faith and Haste.


Defensive Duelist (When you are wielding a finesse weapon with which you are proficient and another creature hits you with an a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the Attack to miss you. Then as a Reaction after (somehow) being hit by a melee, can increase AC against that single hit by Proficiency bonus: so +6 at levels 17+ putting it at:
= AC: 42 (47 in 3/4 Cover.)
(Shield spell also uses your reaction and grants +5 but lasts until the end of your turn and it's just melee. +6 AC due to proficiency.)
 

...
Show me a GM who actually likes playing those games, and I'll show you a dysfunctional gaming group that I'd have no interest in associating with.
The player doesn't have to be minmaxing or use corner case rulings. And groups who like optimized or minmaxed characters (and it can be a fun way to play) probably have a DM who likes that as well. It's all a type of playstyle and mindset. It's cool if some people hate it, but it doesn't mean it;s dysfunctional.

The MM has many monsters with tonnes of cool abilities. The DMG has optional rules to put in play. There are lots of ways to get around any tactic. I think [MENTION=6854589]philosophers_stoned[/MENTION] was thinking 'now the DM has to come up with a challenging encounter' and starts to get creative, rather than being an annoying s#!%stain that ruins the fun (which can happen, and is totally dysfunctional).
 

If you get mobbed you will still go down pretty fast. Monsters can use the 'help' action to get advantage, and if your DM is like me (I play a high AC character) he will still roll a lot of crits against you. ;)

I'm running Princes of the Apocalypse at the moment, and a lot of monsters in there have Hold Person. What's your wisdom saving throw?

IMO something like an Abjurer which simply doesn't take damage to begin with (Arcane Ward and/or Shield), and can counterspell almost anything you throw at him or her, has advantage on saves vs spells, etc, is more annoying to the DM than a high AC Sorcerer/Barb.
I ran a converted City of the Spider Queen (level 10-19) and the Abjurer in that campaign was annoyingly difficult to take down.

If you really want to build a character to annoy your DM - not that I'd recommend this - just go with a high level Eldridth Knight with Crossbow Expert and Sharpshooter. Throw in a couple of levels of Rogue for dash as a bonus.
 
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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?
Same reason you can't stack monk AC and barbarian AC. It's in the rules for calculating AC: if you have more than one method to calculate AC, you pick whichever method you want to use.

This is in comparison to an AC bonus, which is added to whatever AC that chosen calculation gives you.
 

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