Under unusual circumstances, it is possible to get an AC of 49
- Highest permanent AC: 31
- Highest combat-ready AC: 35
- Highest the-stars-aligned AC: 49
Permanent AC with Magic Armor, no other Magic Items: 27
There are actually several ways to achieve this.
- Barbarian 20
- 22: Unarmored Defense = 10 + 5 (20 DEX) + 7 (24 CON)
- +5: +3 Shield
NOTE: Barbarian 20 precludes several options that require levels in other classes
- Heavy Armor
- 21: +3 Plate Mail
- +1: Defense Fighting Style (Fighter 1 or Ranger 2 or Paladin 2)
- +5: +3 Shield
- Medium Armor
- 18: +3 Half-Plate
- +3: 16 DEX or better and Medium Armor Master Feat
- +1: Defense Fighting Style (Fighter 1 or Ranger 2 or Paladin 2)
- +5: +3 Shield
Things that don't work:
- Light Armor: 26
- 15: +3 Studded Leather
- +5: 20 DEX
- +1: Defense Fighting Style (Fighter 1 or Ranger 2 or Paladin 2)
- +5: +3 Shield
- Robe of the Archmagi: 25
- 15: Robe of the Archmagi (Wizard, Sorcerer, or Warlock 1)
- +5: 20 DEX
- +5: +3 Shield
- Monk: 20
- 20: Unarmored Defense = 10 + 5 (20 DEX) + 5 (20 WIS)
- +0: Precludes shield
Adding Magic Items with Ongoing Effects (Except ones that permanently raise ability scores): 31
- +2: Staff of Power (Wizard, Sorcerer, or Warlock 1)
- +2: Choose two out of Ring of Protection, Cloak of Protection, Ioun Stone - Protection
NOTE: The Defender, because of the way it works, is considered (and rejected) as a Situational AC Boost.
Adding Combat Buffs - Consumable Magic Items and Spells: 35
- +2: Potion of Speed (effect of Haste spell, no Concentration)
- +2: Shield of Faith (Cleric 1 or Paladin 2, Concentration)
Adding Situational AC Boosts: 49
- +5: 3/4 Cover
- +4: Multiattack Defense (Ranger 7, triggered by getting hit, active for rest of attacking creature's turn)
- +5: Shield (Wizard 1, reaction to being hit, active until your next turn)
A note on the Defender: The Defender and Staff of Power are both weapons that can provide a significant AC boost. I think most characters with the choice would choose the Staff of Power. In hand it is always on and also has a +2 attack or spell DC bonus. The Defender is not in effect during any round you do not attack, including a surprise round or a round in which you Disengage or Dodge, and going max AC leaves no bonus for the attack roll. Importantly for this question, hiding behind 3/4 cover pretty much means you are not attacking, and therefore cannot shift +3 to AC. If the Defender replaced the Staff of Power and chose not to hide behind 3/4 cover, the highest AC would be 45.
Bonus Questions: What's the lowest level at which I could achieve this?
Because this doesn't rely on crazy stats, it can be achieved at a fairly low level. We have a choice between a Heavy and a Medium Armor build. Using the Medium Armor build obviates the need for Heavy Armor Proficiency (which would require a feat or 1st level in Fighter or Paladin).
Minimum Stats (easily achievable at 1st level using the default array with any PH race):
- DEX 16
- INT 13 (Wizard multiclass)
- WIS 13 (Ranger and Cleric multiclass)
Feat:
- Medium Armor Master - taken at Ranger 4, or at 1st level as a Variant Human
Minimum class level requirements:
- Ranger 7 / Wizard 1 / Cleric 1
Important Caveats
I have assumed that ability scores max out at 20 unless a class feature says otherwise. If abilities go above 20, where do they stop? I have chosen to disregard two possible ways in which characters can get ability scores over 20:
- Even without magic items, Epic Boons can be used to continue to improve abilities to 30 (DMG 230), while the characters remain "20th level" characters. Given enough time, assume all 30s.
- There are several magic items that give permanent ability boosts. The only ones worth considering here are the Tomes and Manuals which give +2 to the relevant ability but also increase the ability maximum by 2. Although, once used, they become blank for a century, there is nothing in these manuals that suggest they are unique or that they can't benefit a character multiple times. How high can your ability scores go? Per RAW and RAI, the answer to Can I increase an ability score above 30? is NO.
In either case, we no longer need Barbarian 20 for CON 24. Barbarian 1 gets access to Unarmored Defense, time/magic gets us DEX 30, CON 30, and multiclassing is possible. Highest the-stars-aligned AC becomes 57. I think this violates the spirit of the question however.
22 AC
With the changes to the Warforged Integrated Protection racial trait (specifically the change to give you +1 AC, and a method to wear armor...meaning you also have a method to not wear armor), it is now possible to get an AC of 22 at character creation.
Option 1: The Plate Mail route
If you can manage to get a set of Plate Mail at level 1 (either by gift of a generous DM, or using the Inheritor method, of selling your incredibly valuable piece of jewelry [eg jeweled platinum ring] to buy a set of Plate Mail), then as a Warforged Fighter, with the Defense Fighting Style, or as a Warforged Forge Cleric you can get an AC of 22:
Calculation:
- Plate Armor
- Shield
- Warforged Integrated Protection Racial Trait
-
You gain a +1 bonus to Armor Class
- Blessing of the Forge or Defense Fighting Style
For a total of 22.
Option 2: The Barbarian Route
Be a Warforged and either using the standard racial increases of +2 Constitution, +1 anything, or by using Tasha's alternative method for assigning racial ability score increases and choose +2 Dexterity and +1 Constitution instead, you can achieve an AC of 22.
Calculation:
- Unarmoured Defense
- 10 (Base) + 5 (Con/Dex) + 4 (Dex/Con) = 19
- Shield
- Warforged Integrated Protection Racial Trait
-
You gain a +1 bonus to Armor Class
For a total of 22.
Importantly for this build, the Integrated Protection bonus AC is explicitly not armor, just a result of your body's
built-in defensive layers, which can be enhanced with armor
Best Answer
The Highest Unarmored AC is 76 (81 with three-quarters cover)
Permanent AC with no Magic Items: 12
12: Unarmored Defense
Increasing Ability Scores
Firstly, we will increase our Charisma via the dark gift of Zantras, described in this adventure module (spoilers):
In order to get the other ability scores we need, we are going to use the deck of many things which includes the Star card:
We will use time travel to kill any version of ourselves that draws The Void before the Star card until we draw 6 Stars (see the Time Travel Procedure addendum for details), increasing out Intelligence and Charisma to 24 each.
Finally, we will read a Tome of Clear Thought, and Tome of Leadership and Influence resulting in:
Adding Magic Items and Other Rewards: 36
+8: one of the chromatic dragon masks (+Charisma modifier)
+4: Sword of Kas having activated the +3 AC and with the 91-00 Minor Beneficial Property
+4: Wand of Orcus with the 91-00 Minor Beneficial Property
+3: A defender having activated the +3 AC
+3: A moonblade with three 01-40 runes and an 85-86 rune having activated the +3 AC
+1: Dual Wielder (also grants +1 attack)
+1: Blessing of Protection
We will be able to hold all 4 weapons, and attack with the Sword of Kas, defender, and moonblade because of the next section.
Adding Temporary Effects and Spells: 58
+12: Unarmored Defense improvement via a scroll of shapechange assuming the form of Yan-C-Bin (Dexterity and Constitution modifiers from +1 to +7)
+8: Bladesong (+Intelligence modifier)
+2: Potion of Speed (also grants +1 attack)
Once Yan-C-Bin, use Change Shape to polymorph into a four-armed humanoid such as a thri-kreen.
Expected AC for One Attack: 71 (min), 76 (avg), 81 (max)
+5: 3/4 cover
+5: shield
+1: Experimental Elixir: Resilience
+1d6: Defensive Flourish
+1d6: Evasive Footwork
Summary of Classes and Gear
For summary sake, these are the final class requirements:
...and these are the final gear requirements:
Dragonmark
Our character can get 2 more AC if he is able to become a Bladesinger without being a half-elf:
If, instead, our character can choose the Bladesinging Arcane Tradition in Eberron, our choice of race can switch to a human with the Mark of Sentinel Dragonmark. This gives access to the shield of faith spell which can be placed into a Spell Glyph via glyph of warding for +2 AC.
With this, you would apply the Ability Scores as follows (after racial bonuses): 13/12/10/15/9/15, and use the level 4 Artificer ASI for +1 Intelligence and +1 Charisma (applying the Star cards as normal).
Time Travel Procedure
Repeat the second phase until you have drawn 6 Star cards.
To further illuminate the results of this procedure, here is a description of what takes place:
(assuming that drawing 1 card takes 1 turn and killing yourself takes 1 minute; it is somewhat more because you will also have to fight some avatars of death).
Note: This does fall into the Grandfather Paradox in some ways; However, most resolutions to the Grandfather Paradox allow this system to work: