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Level 6+ bladesingers: what’s your best melee options?
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<blockquote data-quote="TheSword" data-source="post: 8139967" data-attributes="member: 6879661"><p>It seems to me the strength of a higher level Bladesinger is the spellcasting. That is an unavoidable conclusion of a full caster with the versatility of a wizard. Unless all those spells are going to be utility or you’re going to upcast bonus and reactions spells (which seems a waste) finding ways of getting these spells into use without sacrificing your martial power seems essential.</p><p></p><p>To that end instead of using bonus actions for an off hand attack, I’d look for ways to quicken spells. Metamagic Adept from Tasha’s will let you do it once a day and a couple of levels of sorcerer doubles this and let’s you convert to spell points.</p><p></p><p>Add to that some of the concentration bonus damage spells like Melf’s meteors, flaming sphere or bigby’s hand instead. You can then be doing some decent 4d6/5d6 damage small area blasts. Catch two creatures in that blast or get a person twice in a turn because they don’t/can’t leave a sphere and you are mitigating even successful saving throws.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8139967, member: 6879661"] It seems to me the strength of a higher level Bladesinger is the spellcasting. That is an unavoidable conclusion of a full caster with the versatility of a wizard. Unless all those spells are going to be utility or you’re going to upcast bonus and reactions spells (which seems a waste) finding ways of getting these spells into use without sacrificing your martial power seems essential. To that end instead of using bonus actions for an off hand attack, I’d look for ways to quicken spells. Metamagic Adept from Tasha’s will let you do it once a day and a couple of levels of sorcerer doubles this and let’s you convert to spell points. Add to that some of the concentration bonus damage spells like Melf’s meteors, flaming sphere or bigby’s hand instead. You can then be doing some decent 4d6/5d6 damage small area blasts. Catch two creatures in that blast or get a person twice in a turn because they don’t/can’t leave a sphere and you are mitigating even successful saving throws. [/QUOTE]
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Level 6+ bladesingers: what’s your best melee options?
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