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Bladesinger build, dip fighter or rogue?
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<blockquote data-quote="Rofel Wodring" data-source="post: 7213124" data-attributes="member: 6873189"><p>With those kinds of stats you may want to consider going Paladin for two levels. Go half-elf, +1 to Dexterity and Intelligence. Constitution gets the 16, Charisma gets the 14, Wisdom the 10, Strength the 8. Of course, you'll need to find a magical item that will boost your strength to drop. If you can't, I recommend still going Half-Elf but going with an 8 Wisdom, 12 Strength and 10+2 Charisma. Do 4 levels of Bladesinger to start with and put a +1 in both Strength and Charisma, then multiclass out. You lose out on hit points, but since you're not going to be wearing heavy armor you don't need to start Paladin and Wisdom and Intelligence as saves will serve you better than Charisma and Strength.</p><p></p><p>2 levels of Paladin give you a jumble of goodness. You get smite, access to some very good spells, an additional level of spellcasting, a fighting style, and some martial weapon proficiencies. If you're willing to sink in another level, both Oathbreaker and Vengeance give you some very good toys to play with.</p><p></p><p>Honestly, though, I recommend not multiclassing Bladesinger at all. Additional levels of Bladesinger will just flat-out serve you better than delaying it to pick up other goodies. For example, my AL Bladesinger character has a Flametongue Shortsword. Contingency + Melf's Minute Meteors + Haste gives me a full attack sequence of 13d6+12, average 45.5. At level 14 I can use my Ild rune to enchant a shortsword/scimitar and make that 11d6+36, avg. 74.5. Is an extra 2d6 per round from sneak attack or an extra +4 from the TWF style going to really help me? No. Granted, a lot of games don't have magical items drop at all so the marginal utility of multiclassing isn't as bad, but the equation is mostly the same.</p></blockquote><p></p>
[QUOTE="Rofel Wodring, post: 7213124, member: 6873189"] With those kinds of stats you may want to consider going Paladin for two levels. Go half-elf, +1 to Dexterity and Intelligence. Constitution gets the 16, Charisma gets the 14, Wisdom the 10, Strength the 8. Of course, you'll need to find a magical item that will boost your strength to drop. If you can't, I recommend still going Half-Elf but going with an 8 Wisdom, 12 Strength and 10+2 Charisma. Do 4 levels of Bladesinger to start with and put a +1 in both Strength and Charisma, then multiclass out. You lose out on hit points, but since you're not going to be wearing heavy armor you don't need to start Paladin and Wisdom and Intelligence as saves will serve you better than Charisma and Strength. 2 levels of Paladin give you a jumble of goodness. You get smite, access to some very good spells, an additional level of spellcasting, a fighting style, and some martial weapon proficiencies. If you're willing to sink in another level, both Oathbreaker and Vengeance give you some very good toys to play with. Honestly, though, I recommend not multiclassing Bladesinger at all. Additional levels of Bladesinger will just flat-out serve you better than delaying it to pick up other goodies. For example, my AL Bladesinger character has a Flametongue Shortsword. Contingency + Melf's Minute Meteors + Haste gives me a full attack sequence of 13d6+12, average 45.5. At level 14 I can use my Ild rune to enchant a shortsword/scimitar and make that 11d6+36, avg. 74.5. Is an extra 2d6 per round from sneak attack or an extra +4 from the TWF style going to really help me? No. Granted, a lot of games don't have magical items drop at all so the marginal utility of multiclassing isn't as bad, but the equation is mostly the same. [/QUOTE]
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Bladesinger build, dip fighter or rogue?
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