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Bladesinger - a criticism of its design
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<blockquote data-quote="Ovinomancer" data-source="post: 7252291" data-attributes="member: 16814"><p>A Champion does pretty well, actually. Almost as effective as the bladesinger with blur, warding bond, shield, and mage armor up.</p><p></p><p>Champ, sword and board, defensive style, AC 21, dodging. Chance to be hit by hill giants is 16+ or 25%. With dodge, that's 19% chance of being hit per attack. Damage is 18.5. 6 attacks. Average damage is 21. Champion is down 1/3.</p><p></p><p>Or, Champion, sword and board, defensive style, AC 21, not dodging. Change to be hit is 25%. Damage from 6 attacks is 28. Still under hitpoint max.</p><p></p><p>Or, Champion, greatsword, GWF style, AC 18, not dodging. Chance to be hit is 55%. Damage from 6 attacks is 61.65. HP are 64, so still alive.</p><p></p><p>Warding bond halves the above damage, which for the first gives 7 rounds of full assault, the second 5 rounds, the last 4 rounds. Without it, the first lasts 4 rounds, the second 3 rounds and that last 2 rounds (1 less for all if they lose initiative).</p><p></p><p>Champ, without the expense of spell slots, does pretty well. Take Sentinal or GWM (as appropriate) and stickiness or damage outlay is better than bladesinger as well. Having other party members provide spells/resources to improve the Champ helps out a lot as well.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7252291, member: 16814"] A Champion does pretty well, actually. Almost as effective as the bladesinger with blur, warding bond, shield, and mage armor up. Champ, sword and board, defensive style, AC 21, dodging. Chance to be hit by hill giants is 16+ or 25%. With dodge, that's 19% chance of being hit per attack. Damage is 18.5. 6 attacks. Average damage is 21. Champion is down 1/3. Or, Champion, sword and board, defensive style, AC 21, not dodging. Change to be hit is 25%. Damage from 6 attacks is 28. Still under hitpoint max. Or, Champion, greatsword, GWF style, AC 18, not dodging. Chance to be hit is 55%. Damage from 6 attacks is 61.65. HP are 64, so still alive. Warding bond halves the above damage, which for the first gives 7 rounds of full assault, the second 5 rounds, the last 4 rounds. Without it, the first lasts 4 rounds, the second 3 rounds and that last 2 rounds (1 less for all if they lose initiative). Champ, without the expense of spell slots, does pretty well. Take Sentinal or GWM (as appropriate) and stickiness or damage outlay is better than bladesinger as well. Having other party members provide spells/resources to improve the Champ helps out a lot as well. [/QUOTE]
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Bladesinger - a criticism of its design
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