Build
What our character should be.
Race
High Elf - The "Trance" racial trait which reduces our Long Rest from 8 to 4 hours will come very much in handy, while the High Elf's +1 Int and Cantrip ( For which you should choose Booming Blade ) will best augment our character.
Class
Obviously, we are going to pick the Bladesinger here, and at some point dip 2 levels into Fighter, for the Action Surge between every Short/Long Rest and choosing Dueling as our Fighting Style.
Feats
None, for bringing both INT and DEX to 20. In our Marilith form, we can stow a weapon as a free action to cast spells with somatic components should we want to.
Routines
Alright, now to what our combat tactics should be, with the assumption you have access to the spells named, and using our standard build. First of all, I'll make a list of potential "Circumstantial Concentration ( "CON" ) Spells" which should be picked from during the level-dependent routines, since we can only have, convniently, two. Yes, that is two with a Simulacrum, or one at lower levels:
Haste, Enlarge/Reduce, Shapechange
Now let's proceed with that in mind, and you may consult the spell descriptions ( Casting time, duration ) for each to understand why each may be chosen.:
Lowest-level Routine
Preparation - Mage Armor for an AC of 16, and 19 while Bladesong is active, and False Life for an average of 6 temporary HP, with Longstrider for +10 feet of movement, which is 40 and then 50 while Bladesong is active.
In Combat - First of all, when it comes to melee, it is advisable that you wield a Rapier ( Finesse ) which will provide you with the best damage output. Starting from the very first level, with "Booming Blade", your damage per turn is (1d8+5)+(1d8) thunder damage if the target moves on it's turn, which is twice higher than "Magic Missile", and does not consume any of your spell slots. Meanwhile, the expended Mage Armor, False Life and Longstrider will last together for an hour ( Mage Armor for 8 ), while Bladesong is active for 10 rounds, and then another 10 rounds at a time of your choosing. Also, Action Surge will of course double your damage when most needed.
Low-Level Routine
Preparation - All of the above applies, but if willing to spare slots for a melee focus, add pre-castings of See Invisibility and Mirror Image, with "Enlarge" as your concentration.
In Combat - Lowest-level Routine applies, but you now add 1d4 to your strike from Enlarge.
Medium-Level routine
Preparation - Blink ( Just before or at the start of combat ), Fire Shield and a Contingency for Otiluke's Resilient Sphere or Dimension Door in the event of danger should be included.
In-Combat - Much has changed now. "Haste" takes the place of your concentration, you should by now have access to the "Extra Attack" and "Song of Defense" ( Not very relevant though ) class features as well. Our AC should now be higher by 2 from higher DEX ASI and INT ASI for 21 while Bladesong is active, 23 while Hasted, our speed while Hasted is 100 feet, and Booming Blade's damage has likewise probably increased a lot ( 2d8 on strike + 3d8 on moving ), so let's recaculate. We should probably ditch our Extra Attack for the possibility of the enemy moving, for two attacks ( Booming Blade Attack, Haste Attack ), That's going to be ( 2d8+6 ) base + (2d8 ) on the first attack from Booming Blade + ( 3d8 ) if the target moves on it's turn and a potential + ( 2d8 ) fire/cold damage from Fire Shield if it hits us with a melee attack. And we reserve the majority of our spell slots ( Especially if you give up Contingency and Fire Shield ), pretty good.
High-Level Routine
Preparation - By now you should have access to Simulacrum, your new best friend, and probably enough gold to create it. Do so as soon as possible. Once done, there are two ways to use it. Either have it for example Enlarge you ( Or any other concentration spell you wish ), then make it cast Rope Trick and safetly tuck itself away while you're fighting with your own Haste, or alternatively if you're not afraid for it's safety, have it fight alongside you on your turn, using the exact same spells and tactics. Bypassing the Simulacrum's main weakness ( Not being able to regain spell slots, since you're mostly doing melee attacks ), the Simulacrum Bladesinger is potentially as good for as long as you can keep it from melting.
In Combat - With the "Song of Victory" now available, adding our intelligence modifier to every single strike ( And we get 2-3 of those ), our damage increases significantly.
Highest-Level Routine
Preparation - Your Simulacrum may now grant you Foresight, and you'll probably want to Wish fo them in between Long Rests from now on. ( Party takes 8 hours Long Rest, you take 4 hours, Wish for a Simulacrum, and complete another 4 hours Rest for Shapechange next up ). Furthermore, with Spell Mastered Shield and max INT and DEX and Haste, our AC is now 30 with Bladesong, and with Spell Mastered "Rope Trick", your Simulacrum can get into safety while concentrating an Enlarge/something else on you ( No, it doesn't require line of sight or has a distance limitation unless stated otherwise in the spell itself ).
In Combat - We will now make the final damage calculation for our own form in the 20th level, before moving on to the apex of our power. With all benefits, ASI's and so forth present, our combined damage is (2d8+12 ) + ( 3d8 ) + ( 4d8 ) + ( 2d8 ) when not Enlarged. Or in other words, offensive strikes of 2d8 for 2 Rapier Attacks, +5 from Dex, +5 from Song of Victory, +2 from Duelist, 3d8 for Booming Blade, with an average of 64 damage, and an additional potential average of 27. 4d8 more if Enlarged, and doubled if the Simulacrum fights alongside you, all with almost no spell slot expenditure. Alternatively without Booming Blade if you think the enemy won't move, it's ( 3d8+12 ) base damage, slightly higher. But as for the Crown Jewel, it is the Shapechange spell, and choosing to transform ourselves into a Marilith specifically. Keep in mind that we retain all of our statistics except STR, DEX and CON and gain most of the creature's beneficial attributes. While Shapechanged into the Marilith, our AC with Spell Mastered Shield is 32 ( Or 37 if using your Parry ), our CON save is +15 ( Stats, Bladesong ), we have the "Reactive" trait which lets us take a reaction every single turn in combat ( Of any creature including us ), and we make 7 attacks with the Mariliths Longswords and Tail, for which we add our own proficiency modifier of +6, for +10 To Hit. When Hasted with Longstrider, our speed is 120 feet. Our DPR reaches an astoundingly high ( 12d8+9 ) + ( 2d10+9 ) or an average of 128 from our Multiattack alone ( For which we cannot use Booming Blade ). We make one more attack with Haste for ( 2d8 + 9 ) which as a Longsword attack, bringing our Average DPR to 149. Doubled with Action Surge. Tripled, with the Simulacrum ( Whose halved hit points become irrelevant as it gains the Marilith's full health from Shapechange ), or else 18 more average damage if Enlarged from the Simulacrum. With each Longsword blade coated with poison which delivers it's damage per weapon attack ( Purple Worm poison especially ), the damage gets even more absurd. Fire Shield gives you another potential 2d8 damage if the target makes a melee attack against you. With the "Reactive" trait, you can Counterspell every enemy on their turn, or alternatively use "Absorb Elements" to gain up to 8d6 additional elemental damage as a bonus against your next target, on top of everything else.
And that's all, folks.
What our character should be.
Race
High Elf - The "Trance" racial trait which reduces our Long Rest from 8 to 4 hours will come very much in handy, while the High Elf's +1 Int and Cantrip ( For which you should choose Booming Blade ) will best augment our character.
Class
Obviously, we are going to pick the Bladesinger here, and at some point dip 2 levels into Fighter, for the Action Surge between every Short/Long Rest and choosing Dueling as our Fighting Style.
Feats
None, for bringing both INT and DEX to 20. In our Marilith form, we can stow a weapon as a free action to cast spells with somatic components should we want to.
Routines
Alright, now to what our combat tactics should be, with the assumption you have access to the spells named, and using our standard build. First of all, I'll make a list of potential "Circumstantial Concentration ( "CON" ) Spells" which should be picked from during the level-dependent routines, since we can only have, convniently, two. Yes, that is two with a Simulacrum, or one at lower levels:
Haste, Enlarge/Reduce, Shapechange
Now let's proceed with that in mind, and you may consult the spell descriptions ( Casting time, duration ) for each to understand why each may be chosen.:
Lowest-level Routine
Preparation - Mage Armor for an AC of 16, and 19 while Bladesong is active, and False Life for an average of 6 temporary HP, with Longstrider for +10 feet of movement, which is 40 and then 50 while Bladesong is active.
In Combat - First of all, when it comes to melee, it is advisable that you wield a Rapier ( Finesse ) which will provide you with the best damage output. Starting from the very first level, with "Booming Blade", your damage per turn is (1d8+5)+(1d8) thunder damage if the target moves on it's turn, which is twice higher than "Magic Missile", and does not consume any of your spell slots. Meanwhile, the expended Mage Armor, False Life and Longstrider will last together for an hour ( Mage Armor for 8 ), while Bladesong is active for 10 rounds, and then another 10 rounds at a time of your choosing. Also, Action Surge will of course double your damage when most needed.
Low-Level Routine
Preparation - All of the above applies, but if willing to spare slots for a melee focus, add pre-castings of See Invisibility and Mirror Image, with "Enlarge" as your concentration.
In Combat - Lowest-level Routine applies, but you now add 1d4 to your strike from Enlarge.
Medium-Level routine
Preparation - Blink ( Just before or at the start of combat ), Fire Shield and a Contingency for Otiluke's Resilient Sphere or Dimension Door in the event of danger should be included.
In-Combat - Much has changed now. "Haste" takes the place of your concentration, you should by now have access to the "Extra Attack" and "Song of Defense" ( Not very relevant though ) class features as well. Our AC should now be higher by 2 from higher DEX ASI and INT ASI for 21 while Bladesong is active, 23 while Hasted, our speed while Hasted is 100 feet, and Booming Blade's damage has likewise probably increased a lot ( 2d8 on strike + 3d8 on moving ), so let's recaculate. We should probably ditch our Extra Attack for the possibility of the enemy moving, for two attacks ( Booming Blade Attack, Haste Attack ), That's going to be ( 2d8+6 ) base + (2d8 ) on the first attack from Booming Blade + ( 3d8 ) if the target moves on it's turn and a potential + ( 2d8 ) fire/cold damage from Fire Shield if it hits us with a melee attack. And we reserve the majority of our spell slots ( Especially if you give up Contingency and Fire Shield ), pretty good.
High-Level Routine
Preparation - By now you should have access to Simulacrum, your new best friend, and probably enough gold to create it. Do so as soon as possible. Once done, there are two ways to use it. Either have it for example Enlarge you ( Or any other concentration spell you wish ), then make it cast Rope Trick and safetly tuck itself away while you're fighting with your own Haste, or alternatively if you're not afraid for it's safety, have it fight alongside you on your turn, using the exact same spells and tactics. Bypassing the Simulacrum's main weakness ( Not being able to regain spell slots, since you're mostly doing melee attacks ), the Simulacrum Bladesinger is potentially as good for as long as you can keep it from melting.
In Combat - With the "Song of Victory" now available, adding our intelligence modifier to every single strike ( And we get 2-3 of those ), our damage increases significantly.
Highest-Level Routine
Preparation - Your Simulacrum may now grant you Foresight, and you'll probably want to Wish fo them in between Long Rests from now on. ( Party takes 8 hours Long Rest, you take 4 hours, Wish for a Simulacrum, and complete another 4 hours Rest for Shapechange next up ). Furthermore, with Spell Mastered Shield and max INT and DEX and Haste, our AC is now 30 with Bladesong, and with Spell Mastered "Rope Trick", your Simulacrum can get into safety while concentrating an Enlarge/something else on you ( No, it doesn't require line of sight or has a distance limitation unless stated otherwise in the spell itself ).
In Combat - We will now make the final damage calculation for our own form in the 20th level, before moving on to the apex of our power. With all benefits, ASI's and so forth present, our combined damage is (2d8+12 ) + ( 3d8 ) + ( 4d8 ) + ( 2d8 ) when not Enlarged. Or in other words, offensive strikes of 2d8 for 2 Rapier Attacks, +5 from Dex, +5 from Song of Victory, +2 from Duelist, 3d8 for Booming Blade, with an average of 64 damage, and an additional potential average of 27. 4d8 more if Enlarged, and doubled if the Simulacrum fights alongside you, all with almost no spell slot expenditure. Alternatively without Booming Blade if you think the enemy won't move, it's ( 3d8+12 ) base damage, slightly higher. But as for the Crown Jewel, it is the Shapechange spell, and choosing to transform ourselves into a Marilith specifically. Keep in mind that we retain all of our statistics except STR, DEX and CON and gain most of the creature's beneficial attributes. While Shapechanged into the Marilith, our AC with Spell Mastered Shield is 32 ( Or 37 if using your Parry ), our CON save is +15 ( Stats, Bladesong ), we have the "Reactive" trait which lets us take a reaction every single turn in combat ( Of any creature including us ), and we make 7 attacks with the Mariliths Longswords and Tail, for which we add our own proficiency modifier of +6, for +10 To Hit. When Hasted with Longstrider, our speed is 120 feet. Our DPR reaches an astoundingly high ( 12d8+9 ) + ( 2d10+9 ) or an average of 128 from our Multiattack alone ( For which we cannot use Booming Blade ). We make one more attack with Haste for ( 2d8 + 9 ) which as a Longsword attack, bringing our Average DPR to 149. Doubled with Action Surge. Tripled, with the Simulacrum ( Whose halved hit points become irrelevant as it gains the Marilith's full health from Shapechange ), or else 18 more average damage if Enlarged from the Simulacrum. With each Longsword blade coated with poison which delivers it's damage per weapon attack ( Purple Worm poison especially ), the damage gets even more absurd. Fire Shield gives you another potential 2d8 damage if the target makes a melee attack against you. With the "Reactive" trait, you can Counterspell every enemy on their turn, or alternatively use "Absorb Elements" to gain up to 8d6 additional elemental damage as a bonus against your next target, on top of everything else.
And that's all, folks.
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