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What is the highest possible spell save DC?
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<blockquote data-quote="ClaytonCross" data-source="post: 8006995" data-attributes="member: 6880599"><p>As [USER=12731]CapnZapp[/USER] robe of the archmagi is +2 spell DC not the staff of power. This also clarifies the rod of the pact keeper since it has the "While holding this rod" ridder and depending on if a spell has a gold cost material component and how your GM runs the game , you may not be able to cast some spells holding a staff and a rod and receive both bonuses. While this doesn't break the spirit of answering the question I would like to take a more realistic approach.</p><p></p><p>… on that note while the DMG does talk about the max 30 stat, I have never seen it at a table... I have however seen the tome of leader ship for a Charisma 22.</p><p></p><p>So … in a <u>very high magic campaign</u>...</p><p>Warlock 12 / Sorcerer 8 mutlii-class</p><p>Base DC 8</p><p>Charisma 16 + 4 for 20 Charisma from ASI bonuses at lvl 4 and lvl 8, <a href="https://www.dndbeyond.com/magic-items/tome-of-leadership-and-influence" target="_blank">Tome of Leadership and Influence</a> (very rare) for a total of 22 Charisma = +6 DC</p><p>level 20 character Proficiency bonus +6 increased by 1 from <a href="https://www.dndbeyond.com/magic-items/ioun-stone-of-mastery" target="_blank">Ioun Stone of Mastery (Legendary, </a><a href="https://www.dndbeyond.com/magic-items/rod-of-the-pact-keeper" target="_blank">attunement</a> 1) = +7 DC</p><p><a href="https://www.dndbeyond.com/magic-items/rod-of-the-pact-keeper" target="_blank">Rod of the Pact Keeper (very rare version, attunement 2)</a> = +3 DC</p><p><a href="https://www.dndbeyond.com/magic-items/robe-of-the-archmagi" target="_blank">Robes of the Arch mage (Legendary, attunement 3)</a> = +2 DC</p><p>Sorcerer Meta Magic: Heightened Spell (cost 3 sorcerer points) = effective temporary +5 due to target disadvantage on the save</p><p>-or- Warlock invocation Sign of ill Omen which grants the use of <a href="https://www.dndbeyond.com/spells/bestow-curse" target="_blank">Bestow curse</a> giving the target disadvantage on future saves as well.</p><p><a href="https://www.dndbeyond.com/spells/bane" target="_blank">Bane spel</a>l (warlock invocation Thief of Five Fates) = +1-4 DC</p><p><a href="https://www.dndbeyond.com/spells/mind-sliver-ua" target="_blank">mind sliver</a> (unearthed arcana warlock/wizard/sorcerer cantrip) = +1-4</p><p><strong>Total <u>26 static</u> and 39 effective temporary</strong></p><p></p><p>While generally getting these items during a game would be highly unlikely I did do a couple of lvl 20 on shots over the years with DMG rules for creating high magic characters and we were allowed to buy magic items since you get a ton of gold. Since it was a one shot this was done because we would never be given a chance to spend it. It was then considered that the starting gold hoard your received also represented the opportunities of you had at searching and buying magic items as well. 2 Legendary items would still not be possible at this point. You might convince a GM to let you get the lose 3 uncommon, one rare, and 20,000gp + for one Legendary and one Very Rare magic item... but chances are your best bet for the second Legendary is picking up the Ioun Stone from a party member who did the same thing but died a tragic death in the game.</p><p></p><p>As a note though, the rod of the pact keeper III, the Robes of the Arch Mage, and using Sorcerer Meta Magic Heightened Spell I have seen at the same table more than once and COULD possibly come together on a Warlock 5 / Sorcerer 4 for a DC 22 (DC31 temp) on a level 9 character fighting CR8 or less monsters this would likely way more over powered than DC31 against level CR25 monsters. In that same train of thought, an early drop of Rod of the Pact Keeper III alone is a huge deal as the lowest rarity with the largest bonus but I don't find it broken because its only for warlocks who have so few spells then really need them to count if your GM is not doing multiple encounter days. (which I see quite often).</p><p></p><p>Disclaimer, I know table are distinct. I am just talking form my personal experience. There are certainly times when this might break a table but in general I don't see players trying to get more powerful as bad thing unless they are not doing it to improve but to cause malicious conflict AKA power gamers trying to break the game for the GM/or and make the rest of the party look bad.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 8006995, member: 6880599"] As [USER=12731]CapnZapp[/USER] robe of the archmagi is +2 spell DC not the staff of power. This also clarifies the rod of the pact keeper since it has the "While holding this rod" ridder and depending on if a spell has a gold cost material component and how your GM runs the game , you may not be able to cast some spells holding a staff and a rod and receive both bonuses. While this doesn't break the spirit of answering the question I would like to take a more realistic approach. … on that note while the DMG does talk about the max 30 stat, I have never seen it at a table... I have however seen the tome of leader ship for a Charisma 22. So … in a [U]very high magic campaign[/U]... Warlock 12 / Sorcerer 8 mutlii-class Base DC 8 Charisma 16 + 4 for 20 Charisma from ASI bonuses at lvl 4 and lvl 8, [URL='https://www.dndbeyond.com/magic-items/tome-of-leadership-and-influence']Tome of Leadership and Influence[/URL] (very rare) for a total of 22 Charisma = +6 DC level 20 character Proficiency bonus +6 increased by 1 from [URL='https://www.dndbeyond.com/magic-items/ioun-stone-of-mastery']Ioun Stone of Mastery (Legendary, [/URL][URL='https://www.dndbeyond.com/magic-items/rod-of-the-pact-keeper']attunement[/URL] 1) = +7 DC [URL='https://www.dndbeyond.com/magic-items/rod-of-the-pact-keeper']Rod of the Pact Keeper (very rare version, attunement 2)[/URL] = +3 DC [URL='https://www.dndbeyond.com/magic-items/robe-of-the-archmagi']Robes of the Arch mage (Legendary, attunement 3)[/URL] = +2 DC Sorcerer Meta Magic: Heightened Spell (cost 3 sorcerer points) = effective temporary +5 due to target disadvantage on the save -or- Warlock invocation Sign of ill Omen which grants the use of [URL='https://www.dndbeyond.com/spells/bestow-curse']Bestow curse[/URL] giving the target disadvantage on future saves as well. [URL='https://www.dndbeyond.com/spells/bane']Bane spel[/URL]l (warlock invocation Thief of Five Fates) = +1-4 DC [URL='https://www.dndbeyond.com/spells/mind-sliver-ua']mind sliver[/URL] (unearthed arcana warlock/wizard/sorcerer cantrip) = +1-4 [B]Total [U]26 static[/U] and 39 effective temporary[/B] While generally getting these items during a game would be highly unlikely I did do a couple of lvl 20 on shots over the years with DMG rules for creating high magic characters and we were allowed to buy magic items since you get a ton of gold. Since it was a one shot this was done because we would never be given a chance to spend it. It was then considered that the starting gold hoard your received also represented the opportunities of you had at searching and buying magic items as well. 2 Legendary items would still not be possible at this point. You might convince a GM to let you get the lose 3 uncommon, one rare, and 20,000gp + for one Legendary and one Very Rare magic item... but chances are your best bet for the second Legendary is picking up the Ioun Stone from a party member who did the same thing but died a tragic death in the game. As a note though, the rod of the pact keeper III, the Robes of the Arch Mage, and using Sorcerer Meta Magic Heightened Spell I have seen at the same table more than once and COULD possibly come together on a Warlock 5 / Sorcerer 4 for a DC 22 (DC31 temp) on a level 9 character fighting CR8 or less monsters this would likely way more over powered than DC31 against level CR25 monsters. In that same train of thought, an early drop of Rod of the Pact Keeper III alone is a huge deal as the lowest rarity with the largest bonus but I don't find it broken because its only for warlocks who have so few spells then really need them to count if your GM is not doing multiple encounter days. (which I see quite often). Disclaimer, I know table are distinct. I am just talking form my personal experience. There are certainly times when this might break a table but in general I don't see players trying to get more powerful as bad thing unless they are not doing it to improve but to cause malicious conflict AKA power gamers trying to break the game for the GM/or and make the rest of the party look bad. [/QUOTE]
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