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5E Wizard: BladeSinger vs. dip Cleric, feat help
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<blockquote data-quote="Rese" data-source="post: 7854422" data-attributes="member: 7017419"><p>My character is level 3, and should be level 4 in the next week or two. He's in Verum, which has some homebrew rules, including raising the cap on Int to 22 rather than 20 for my faction. I want to address his "glass cannon" vulnerability. <a href="https://www.worldanvil.com/hero/7da0ef60-927b-4924-9073-3ee0cead6e84" target="_blank">Nenarasto</a> (High Elf: Str 10, Dex 13, Con 12, Int 19, Will 12, Chr 10, AC 11)</p><p></p><p>I had planned to dip one level into Cleric for the AC boost, as well as utility. I'd have to put 1 point into Will to meet the 13 min. for MC, but I get an extra point of Int back when I become a cleric of Runetharis, so there's no net cost. From what I understand, multiclassing at level 5 is particularly rough, since you delay learning any level 3 spells. So, I was thinking of doing the ASI at 4, then MC at level 6.</p><p></p><p><u>Cleric MC at 6</u></p><p>Benefits: Expertise in two of Arcana, History, Nature, or Religion. 3 Cleric cantrips. 2 First Level Cleric prepared spells, plus Command and Identify (1A = +1 and Advantage)</p><p><strong>Feats/ASI/Stat increases: Elven Accuracy or +1 Int ASI @ 9, Warcaster @13, Breastplate</strong></p><p>Level: 03 04 05 06 07 08 09 10 11 12 13</p><p>**AC: 11 11 11 18 18 18 18 18 18 18 18</p><p>***Int: 19 20 20 21 21 21 22 22 22 22 22</p><p>**Init: +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3</p><p>**Con</p><p>(Conc)</p><p>Save: +1 +1 +1 +1 +1 +1 +1 +1+1 +1 1A</p><p></p><p><strong>Feats/Ability increases: +1 Int/+1Will @ 4, Warcaster @ 9, +1 Int @ 6, Elven Accuracy or +1 Int ASI @13</strong></p><p>Level: 03 04 05 06 07 08 09 10 11 12 13</p><p>**AC: 11 11 11 18 18 18 18 18 18 18 18</p><p>***Int: 19 20 20 21 21 21 21 21 21 21 22</p><p>**Init: +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3</p><p>**Con</p><p>(Conc)</p><p>Save: +1 +1 +1 +1 +1 +1 1A 1A 1A 1A 1A</p><p></p><p>I just learned about the Bladesinger Arcane Tradition in 5e. The Sword Coast Adventure guide is allowed, just it didn't show up in the guides I looked at. I've been playing 4e, but have only played 5e for a little under a month. I'm allowed to retrain my Arcane Tradition, it just costs gold and in character time.</p><p><u>Blade Singer w/ Bladesong active & Studded Leather</u> (switch Arcane Tradition @ Level 3)</p><p>Feats/Ability increases: <strong>+2 Int @ 4, Elven Accuracy or +1 Int ASI @ 8 Warcaster @12</strong></p><p>Level: 03 04 05 06 07 08 09 10 11 12 13</p><p>Level: 03 04 05 06 07 08 09 10 11 12 13</p><p>**AC: 18 19 19 19 19 20 20 20 20 20 20</p><p>***Int: 19 21 21 21 21 22 22 22 22 22 22</p><p>**Init: +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3</p><p>**Con</p><p>(Conc)</p><p>Save: +5 +6 +6 +6 +6 +6 +6 +6 +6 +6 6A</p><p></p><p><u>Blade Singer w/ Bladesong active no armor</u> (switch Arcane Tradition @ Level 3)</p><p>Feats/Ability increases: <strong>+2 Int @ 4, Red Mage feat @ 8, Elven Accuracy or +1 Int ASI @ 12</strong></p><p>Level: 03 04 05 06 07 08 09 10 11 12 13</p><p>**AC: 15 16 16 16 16 22 22 22 22 22 22</p><p>***Int: 19 21 21 21 21 21 21 21 21 22 22</p><p>**Init: +3 +3 +3 +3 +3 +8 +8 +8 +8+8 +8</p><p>**Con</p><p>(Conc)</p><p>Save: +5 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6</p><p>Red Mage is a custom Verum feat (from <a href="https://www.worldanvil.com/w/verum-arcadum/a/the-mages-guild-article" target="_blank">The Mages Guild</a> ):</p><p><strong>Sigil of the Dane</strong></p><p>Prerequisite: The ability to cast an arcane spell. Proficiency with one martial weapon. 1 Loyalty to the Mages Guild.</p><p>You are trained in the efficiency of battle magic.</p><ul> <li data-xf-list-type="ul">You are surrounded by a sigil that protections you from physical harm. You gain a permanent mage armor that is 15 armor base.</li> <li data-xf-list-type="ul">Whenever you critically hit with a spell, you can reroll any number of extra dice rolled and take the higher result.</li> <li data-xf-list-type="ul">You gain a bonus to your initiative equal to your intelligence modifier.</li> </ul><p>Either way, Warcaster seems like a good idea: advantage on con saves to maintain concentration, able to cast spells with both hands busy. The other feats I'm considering are Resiliance (Con) and/or Lucky.</p></blockquote><p></p>
[QUOTE="Rese, post: 7854422, member: 7017419"] My character is level 3, and should be level 4 in the next week or two. He's in Verum, which has some homebrew rules, including raising the cap on Int to 22 rather than 20 for my faction. I want to address his "glass cannon" vulnerability. [URL='https://www.worldanvil.com/hero/7da0ef60-927b-4924-9073-3ee0cead6e84']Nenarasto[/URL] (High Elf: Str 10, Dex 13, Con 12, Int 19, Will 12, Chr 10, AC 11) I had planned to dip one level into Cleric for the AC boost, as well as utility. I'd have to put 1 point into Will to meet the 13 min. for MC, but I get an extra point of Int back when I become a cleric of Runetharis, so there's no net cost. From what I understand, multiclassing at level 5 is particularly rough, since you delay learning any level 3 spells. So, I was thinking of doing the ASI at 4, then MC at level 6. [U]Cleric MC at 6[/U] Benefits: Expertise in two of Arcana, History, Nature, or Religion. 3 Cleric cantrips. 2 First Level Cleric prepared spells, plus Command and Identify (1A = +1 and Advantage) [B]Feats/ASI/Stat increases: Elven Accuracy or +1 Int ASI @ 9, Warcaster @13, Breastplate[/B] Level: 03 04 05 06 07 08 09 10 11 12 13 **AC: 11 11 11 18 18 18 18 18 18 18 18 ***Int: 19 20 20 21 21 21 22 22 22 22 22 **Init: +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 **Con (Conc) Save: +1 +1 +1 +1 +1 +1 +1 +1+1 +1 1A [B]Feats/Ability increases: +1 Int/+1Will @ 4, Warcaster @ 9, +1 Int @ 6, Elven Accuracy or +1 Int ASI @13[/B] Level: 03 04 05 06 07 08 09 10 11 12 13 **AC: 11 11 11 18 18 18 18 18 18 18 18 ***Int: 19 20 20 21 21 21 21 21 21 21 22 **Init: +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 **Con (Conc) Save: +1 +1 +1 +1 +1 +1 1A 1A 1A 1A 1A I just learned about the Bladesinger Arcane Tradition in 5e. The Sword Coast Adventure guide is allowed, just it didn't show up in the guides I looked at. I've been playing 4e, but have only played 5e for a little under a month. I'm allowed to retrain my Arcane Tradition, it just costs gold and in character time. [U]Blade Singer w/ Bladesong active & Studded Leather[/U] (switch Arcane Tradition @ Level 3) Feats/Ability increases: [B]+2 Int @ 4, Elven Accuracy or +1 Int ASI @ 8 Warcaster @12[/B] Level: 03 04 05 06 07 08 09 10 11 12 13 Level: 03 04 05 06 07 08 09 10 11 12 13 **AC: 18 19 19 19 19 20 20 20 20 20 20 ***Int: 19 21 21 21 21 22 22 22 22 22 22 **Init: +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 **Con (Conc) Save: +5 +6 +6 +6 +6 +6 +6 +6 +6 +6 6A [U]Blade Singer w/ Bladesong active no armor[/U] (switch Arcane Tradition @ Level 3) Feats/Ability increases: [B]+2 Int @ 4, Red Mage feat @ 8, Elven Accuracy or +1 Int ASI @ 12[/B] Level: 03 04 05 06 07 08 09 10 11 12 13 **AC: 15 16 16 16 16 22 22 22 22 22 22 ***Int: 19 21 21 21 21 21 21 21 21 22 22 **Init: +3 +3 +3 +3 +3 +8 +8 +8 +8+8 +8 **Con (Conc) Save: +5 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 Red Mage is a custom Verum feat (from [URL='https://www.worldanvil.com/w/verum-arcadum/a/the-mages-guild-article']The Mages Guild[/URL] ): [B]Sigil of the Dane[/B] Prerequisite: The ability to cast an arcane spell. Proficiency with one martial weapon. 1 Loyalty to the Mages Guild. You are trained in the efficiency of battle magic. [LIST] [*]You are surrounded by a sigil that protections you from physical harm. You gain a permanent mage armor that is 15 armor base. [*]Whenever you critically hit with a spell, you can reroll any number of extra dice rolled and take the higher result. [*]You gain a bonus to your initiative equal to your intelligence modifier. [/LIST] Either way, Warcaster seems like a good idea: advantage on con saves to maintain concentration, able to cast spells with both hands busy. The other feats I'm considering are Resiliance (Con) and/or Lucky. [/QUOTE]
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