Think of it as a wizards version of a barbarians rage.I put in yellow, because I don't like that many of the bonuses of Bladesong have an On/Off switch that you have to keep track of. I think a bunch of bonuses should be "always on", like +INT mod to AC and as replacements for weapon attacks bonuses and +INT to concentration. If there needs to be a "Use Bladesong" action it should be other things that last for 1 round, like maybe the speed bonus goes here (which would be greater than +10) and a bunch of Temp HP (like 5 * Int mod) gets added for 1 round.
At the same time, I want a background-feat "Fighting Style" that grants at-will Mage Armor.
Yeah. That is part of why we know that at-will Mage Armor is balanced.Magic Initiate as a background feat will do this for 8 hours.
Did any character optimizers look at the bonus action attack at level 14? Is this a good feature at this level? Are there any interesting combos with this?
I've mostly with you, though I'm more neutral to negative on the changes, but they left it mostly intact and that's good enough for me.A++ Green from me. Bladesinger has always been one my favorite subclasses in the game, and I love the changes.
Counterpoint: Bladework is at most a tiny improvement, and can be a trap for players who don't think about it.Bladework was sorely needed, and now added.
You always had to have a hand free with the old bladesong, which means you could always deal with M & S components anyhow. This brings basically nothing. I fail to see how not effective change is sorely needed. It's a thematically nice ribbon with only corner case effects within the class itself. It's also nice for things like multiclassing for a shield for when you are not in bladesong, but since that's explicitly going outside the class, rating a class feature as sorely needed to enable it is a stretch for me.Weapons as a spellfocus was sorely needed if your table actually cared about this, and now added.
I'm a bit more positive on this one, but more for playing with a DM who doesn't customize magic items for us -- having proficiency with more one-handed finesse weapons means a greater chance to find a magical one.Adding proficiency in all one-handed weapons is really nice vs the old method of only giving 1 proficiency, but isn't huge since you may still take a Fighter dip anyways if you want weapon mastery
It's a nerf, magic armor also exists. And while wizards should be in robes, Bladesingers aren't just wizards. Bladesingers first appeared in The Complete Book of Elves as a Kit for elven fighter/magic-users in AD&D 2nd - not pure magic-users (whom are now called wizards). They could cast in elven chain and any armor up to studded leather. Since their introduction into the game they have been armored.Banning light armor is a nerf that I can get behind - Wizards should be in robes not studded leather armor (and is it even a nerf? Mage Armor exists).
As you say, a nerf.Song of Victory got a major nerf but I can get behind that too - I'd much rather have Bladework at Level 3 than the old Song of Victory at 14, and stacking them was obviously not realistic. And the new version of Song of Victory is actually really nice for when you are torn between wanting to do melee damage because it's more fun but knowing that Wizard spells are far more powerful
Except that the casting time of the cantrip you cast was "one attack", not one action. If it didn't change, you couldn't cast it, so we absolutely know it had changed. Which means it doesn't trigger Song of Victory.As printed in the UA this is EXTREMELY good. It means the new Bladesinger can make up t 4 attacks a round if they get nick through a multiclass or 12th level feat. That is the same number of attacks as a fighter is getting with nick or PAM at this level and the Bladesinger is getting extra cantrip damage to boot.
Action: Attack
Attack with a light weapon
Nick with another light Weapon
Cast a Cantrip (usually Truestrike, Booming Blade or Green Flame Blade)
Bonus Action:
Song of Victory attack triggered by casting a Cantrip
I suspect this will not survive to print and the final version will be when you expend a spell slot to cast a spell. If so it will be far more balanced.
Except that the casting time of the cantrip you cast was "one attack", not one action.
If it didn't change, you couldn't cast it,
There's a lot of places that specify things like "when you disengage as an action" and they don't trigger if a rogue does them with a bonus action. This is settled rules.
It's a nerf, magic armor also exists. And while wizards should be in robes, Bladesingers aren't just wizards. Bladesingers first appeared in The Complete Book of Elves as a Kit for elven fighter/magic-users in AD&D 2nd - not pure magic-users (whom are now called wizards). They could cast in elven chain and any armor up to studded leather. Since their introduction into the game they have been armored.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.