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[GUIDE] NADRIGOL's Melee Bladesinger Guide
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<blockquote data-quote="RogueJK" data-source="post: 7921860" data-attributes="member: 170"><p>Swashbuckler 3 is nice if you don't have another way to reliably trigger Sneak Attack, and you're right that the free Disengage is potentially handy when combined with Booming Blade. But you won't be relying on Booming Blade much once you hit Bladesinger 6 and get your Extra Attack, and one of its main features relies on CHA, whereas you'll be focusing primarily on DEX and INT. So I don't think Swashbuckler is necessarily the most optimal choice.</p><p></p><p>Arcane Trickster 3 is worth considering for a Bladesinger. You get a few extra Cantrips and 1st Level spells known, and a extra effective caster level for purposes of spell slots. The Mage Hand improvements are nifty too, for a creative player.</p><p></p><p>Mastermind 3 is another solid choice, depending on party composition. The Bonus Action 30 Foot Help is fantastic if you have another party member who greatly benefits from Advantage, such as another Rogue, or especially something like a Crit-fishing Champion Fighter or Heroism Paladin with Elven Accuracy.</p><p></p><p>And if UA is allowed, Revived 3 gets you some reliable ranged 2d6+DEX damage each round through Bolts from the Grave, even on rounds when you cast spells, or when you miss with your melee Sneak Attacks.</p><p></p><p>I've been wanting to try out a Revived 3/Bladesinger X ever since that UA came out. Seems like it'd be a great Striker... Move into melee range, Attack or Booming Blade, Bonus Action Disengage, shoot Bolts from the Grave, then move away. Or if one of your initial attack hits and Sneak Attack is available, you can just expend it there and not worry about Bolts from the Grave. Or if you want to cast a spell that round, you can then still Dash/Disengage and shoot Bolts from the Grave during that turn. Sort of makes Bolts from the Grave a quasi-"Bonus Action Cantrip". (Although it wouldn't scale above 2d6 in this build, the tradeoff is you're still benefitting from your Bonus Action Cunning Action that turn.) Seems like a really fun and flavorful mobile character, especially in Tier 2 play, from Revived 3/Bladesinger 2 through Revived 3/Bladesinger 7.</p></blockquote><p></p>
[QUOTE="RogueJK, post: 7921860, member: 170"] Swashbuckler 3 is nice if you don't have another way to reliably trigger Sneak Attack, and you're right that the free Disengage is potentially handy when combined with Booming Blade. But you won't be relying on Booming Blade much once you hit Bladesinger 6 and get your Extra Attack, and one of its main features relies on CHA, whereas you'll be focusing primarily on DEX and INT. So I don't think Swashbuckler is necessarily the most optimal choice. Arcane Trickster 3 is worth considering for a Bladesinger. You get a few extra Cantrips and 1st Level spells known, and a extra effective caster level for purposes of spell slots. The Mage Hand improvements are nifty too, for a creative player. Mastermind 3 is another solid choice, depending on party composition. The Bonus Action 30 Foot Help is fantastic if you have another party member who greatly benefits from Advantage, such as another Rogue, or especially something like a Crit-fishing Champion Fighter or Heroism Paladin with Elven Accuracy. And if UA is allowed, Revived 3 gets you some reliable ranged 2d6+DEX damage each round through Bolts from the Grave, even on rounds when you cast spells, or when you miss with your melee Sneak Attacks. I've been wanting to try out a Revived 3/Bladesinger X ever since that UA came out. Seems like it'd be a great Striker... Move into melee range, Attack or Booming Blade, Bonus Action Disengage, shoot Bolts from the Grave, then move away. Or if one of your initial attack hits and Sneak Attack is available, you can just expend it there and not worry about Bolts from the Grave. Or if you want to cast a spell that round, you can then still Dash/Disengage and shoot Bolts from the Grave during that turn. Sort of makes Bolts from the Grave a quasi-"Bonus Action Cantrip". (Although it wouldn't scale above 2d6 in this build, the tradeoff is you're still benefitting from your Bonus Action Cunning Action that turn.) Seems like a really fun and flavorful mobile character, especially in Tier 2 play, from Revived 3/Bladesinger 2 through Revived 3/Bladesinger 7. [/QUOTE]
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