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D&D 5E Highest Possible 5E AC

There are other options to help control AC. Magic armour and shields are not required to have any bonuses at all, attunement slots mean you might have to choose between something cool and your mechanically useful bonus to AC, don't give out armour AND shields with high bonuses, give the magic items some secret drawbacks etc.

By far the simplest and clearest method though is no stacking. Your players will naturally just share the love, and if they don't it will be because the item does something else cool that they want. PC AC will not fluctuate as wildly if the PC has to drop a shield to use a missile weapons as well. Bounded accuracy will be preserved.

My PCs are level 13 with ACs ranging from AC18 to AC22 with various spells, feats, and class features to increase them temporarily and it's doubtful that they will change much between now and Ragnarock.
 

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Despite the glee in my above theorycrafting: I would be a little bit surprised if a DM did in fact let someone have +3 Plate or +3 Half Plate AND a Ring of Protection AND a Cloak of Protection AND a Defender (itself a +3 Weapon). And that the Cleric/Paladin and Wizard of the party decide to use their Concentration spells on boosting the same person's AC.

I personally think it's a little odd that the "basic" +3 Weapon (very rare), +3 Armour (legendary) and +3 Shield (very rare) don't require attunement; despite being very rare or legendary and less powerful but many (dare I say "most"*) characterful weapons/shield/armours do require attunement.


Esp. since the maths of 5E doesn't seem to "require" the bonuses from magic weapons and armour in the same way 3E and 4E did. Along with a vague assumption that high level characters and monsters hit each other more, and HP becomes the primary buffer.

I would personally be inclined to House Rule that AC boosting items don't stack,
Or require +2 & +3 Weapons/Armour/Shields to require attunment.
Or simply not give out tons of them, I almost always run lower magic games anyhow.

*Citation Needed.
 
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Well, @Illithidbix on the subject of such weapons, if I were making stuff for 5e (and really any D&D game, but 5e in particular), I'd probably not hand out JUST +3 gear with no other attributes. Even in 4e, I don't think I'd do that--unless the party has a history of, or interest in, custom-tailoring their gear themselves. Instead, I'd have any weapon with a +3 (or higher) be something special, either a unique one-off creation or the result of some kind of profound magical event.

For 4e specifically, I'd also allow characters to layer their own enchantments on things (especially "quality of life" enchantments, e.g. the various enchantments that allow particular classes like Bard or Paladin to use them as implements). So whatever special properties they have would probably be either unique materials, or special custom-made features, more like a Boon attached to a specific item.

I'm actually quite keen on stuff like this, "unique"/"unusual" materials that "justify" the +1 or whatever. As an example of "+1 materials," I originally posted these elsewhere:

- Forgeboon. A "forgeboon" item results from an accidentally beneficial blending of multiple materials in a single alloy. Such mixes are notoriously difficult to produce intentionally, but lead to some blacksmiths intentionally leaving their smelters with traces of leftover metal to see what comes out. A "forgeboon" weapon may qualify as one or more material types for the purpose of hurting enemies which can only be harmed by specific substances--the DM should decide (or roll to decide) which. Forgeboon armor may possess the lightness of mithril or slight damage resistance of adamantium, the DM should decide (or roll to decide) what.
- Ravenglass. This is obsidian which formed under the influence of strong magical energy; perhaps a water elemental flash-freezing lava, or a Meteor Storm spell clashing with a Blizzard. Slashing and piercing ravenglass weapons have absurdly sharp edges and points, and have +1 to their critical threat range, which stacks with the Keen property and any other sources of increased threat range which are not stated to be exclusive. Crushing or blunt ravenglass weapons magically produce tiny slivers of glass; they gain Brutal 1 or increase their Brutal value by 1 if they already possess that property. Ravenglass armor retains some traces of the fire that was rapidly drained from it; any fire resistance the wearer possesses is increased by 5 for wearing it (as 'body-covering' armor).
- Witchfold. A "witchfolded" blade is one which has a simple, innate enchantment beaten into the metal itself. There are many closely-guarded, competing traditions. Actual practitioners of the arcane arts often find it difficult to produce witchfolded blades, so most are made by non-mages. One witchfolding style channels energy into the item, often from specially-selected reagents added to the forging fire and quenching vat, to create a primitive spirit or spirit-like entity which "lives" inside the blade. Edged weapons might have a "spirit of sharpness," making a blade that sharpens itself as it cuts. Blunt weapons might receive a spirit of "impact" or "thrust;" ranged weapons, a spirit of "swiftness"; for armor, a spirit of endurance, or a spirit of levity to lighten one's load. The DM may select (or roll to select) a single appropriate property for the item in question, though these properties should generally have little to no game effect (no more powerful than being unbreakable, or weighing half as much as usual, or the like).

Further (not-written-up) examples I gave were Unmelting Ice, Starmetal, or giant bones for +2 items. For very high-plus weapons (+3 in 5e, probably +5 or +6 in 4e) either items that are nearly impossible to find in nature, such as the bodily fluids of gods or shell fragments of dragons that are now ancient wyrms; or materials that have been exposed to magic for so long that they're now sources of magic in themselves, such as astral sandstone, oricalcum, or amber of the First Oak. Such things would be fantastically rare; finding them in sufficient quantity and quality to produce a useful item could be a fun quest in and of itself.
 
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Perhaps largely out of nostalgia for 2E, but also to keep a game from getting too out of control, I impose a cap of -10 (err, AC30). Having said that, temp buffs should be ok for exceeding this cap I think. In any event, something like the Battlemaster's ability is only functional against attacks of opportunity anyway I believe. I am a bit concerned about high level Spellsingers, most of whom will basically add a permanent +5 to their AC from a bottomless well of Shield spells from their 18th level wizard ability.
 

Well armour and shield stacking shouldn't stack because bounded accuracy. It's as simple as that. Plus your armour bonus and shield bonus will not always be the same.

If Tiamat is missing 70% of the time then your lower monsters are pretty much screwed and so is bounded accuracy. Logical bounds make sense given the stated goal.

Tiamat is missing 70% of the time against the highest level PC optimized with a demigod's panoply of armor. I don't see how bonded accuracy even enters the equation.
 

To revisit it and kinda take it apart by what is easily achievable.

The base AC is easy enough:
Level 20 Barbarian with DEX 20, CON 24 from Primal Might and a Shield = AC: 24
(Rapier and Shield Barbarian is a bit of an odd build for a class with so many abilities tied to STR)
OR
Plate armour with a shield, Defense fighting Style = AC: 21
OR
Half Plate armour with a shield, Medium Armour Mastery Feat, Defense Fighting Style, DEX 16 or more = AC:21
OR
Studded Leather armour with DEX 20 = AC: 17

From Spells you get +2 AC from Shield of Faith (1st level Cleric and Paladin spell) and+2 AC from Haste (3rd level wizard and sorcerer spell), both of which are concentration spells.

Defensive Duelist Feat and Shield spell lets you use your reaction to increase your AC. DD only increases your AC for a single hit, Shield spell lasts until the start of your next turn, but obviously burns resources.

The rest getting to AC:32 comes from pilling on 5 magic items.
2 Legendary Items (+3 Armour - doesn't require attunement, Defender - requires attunement)
1 Very Rare items (+3 Shield - doesn't require attunement)
1 Rare item (Ring of Protection - requires attunement)
1 uncommon item (Cloak of Protection - requires attunement)

Which probably aren't going to conveniently fall out of the random treasure tables.

Personally this is a reason I dislike Magic Item crafting, it takes very unlikely fringe cases and shoves them in the hands of player agency.

Admittedly using the guidelines on p. 128 of the DMG crafting Legendary items takes 500,000 gold pieces and 20,000 crafting days (Almost 55 years)
So all 5 items is a total of... 1,055,500 gold pieces and almost 116 years worth of combined downtime.
AND you need to find all 5 formulas (which are themselves magic items in disguise)

Edit confused Defense fighting style misnamed as Protection
 
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To revisit it and kinda take it apart by what is easily achievable.

The base AC is easy enough:
Level 20 Barbarian with DEX 20, CON 24 from Primal Might and a Shield = AC: 24
(Rapier and Shield Barbarian is a bit of an odd build for a class with so many abilities tied to STR)
OR
Studded Leather armour with DEX 20 = AC: 17

From Spells you get +2 AC from Shield of Faith (1st level Cleric and Paladin spell) and+2 AC from Haste (3rd level wizard and sorcerer spell), both of which are concentration spells.

Defensive Duelist Feat and Shield spell lets you use your reaction to increase your AC. DD only increases your AC for a single hit, Shield spell lasts until the start of your next turn, but obviously burns resources.

The rest getting to AC:32 comes from pilling on 5 magic items.
2 Legendary Items (+3 Armour - doesn't require attunement, Defender - requires attunement)
1 Very Rare items (+3 Shield - doesn't require attunement)
1 Rare item (Ring of Protection - requires attunement)
1 uncommon item (Cloak of Protection - requires attunement)

Which probably aren't going to conveniently fall out of the random treasure tables.

Personally this is a reason I dislike Magic Item crafting, it takes very unlikely fringe cases and shoves them in the hands of player agency.

Admittedly using the guidelines on p. 128 of the DMG crafting Legendary items takes 500,000 gold pieces and 20,000 crafting days (Almost 55 years)
So all 5 items is a total of... 1,055,500 gold pieces and almost 116 years worth of combined downtime.
AND you need to find all 5 formulas (which are themselves magic items in disguise)

How about Bladesingers? Unless I'm missing something, a Bladesinger 18/ Fighter 2 could have:

10+3(mage armor)+5 (dex)+5 (int)+5(shield, as a reaction, at will by level 18)+1(fighting style)+1(Dual Wielder)=30, 2 encounter/short rest, before spells or magic items.
In theory, he could also slap a Foresight on top of it all (aside from haste).


Admittedly, I'm just eyeballing it since I've not tinkered with 5e that much, am I missing something here?
 

How about Bladesingers? Unless I'm missing something, a Bladesinger 18/ Fighter 2 could have:

10+3(mage armor)+5 (dex)+5 (int)+5(shield, as a reaction, at will by level 18)+1(fighting style)+1(Dual Wielder)=30, 2 encounter/short rest, before spells or magic items.
In theory, he could also slap a Foresight on top of it all (aside from haste).


Admittedly, I'm just eyeballing it since I've not tinkered with 5e that much, am I missing something here?

You just listed 2 spells, which I highlighted and then go on to say "before spells or magic items"... *confused*
 

Yeah, sorry, I meant "without short duration buffs" like "haste". Shield can be made into an at-will spell by level 18 and Mage Armor is used in place of actual armor ( which could be as high as +5 instead of just +3), and, by level 18, can be kept up indefinitely, while Bladesong lasts 10 rounds and is up 2/short rest, if it's not up all the time, it's close.
My bad.
 
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