Yea you are right, but im asking myself how much would be bad if i dont take warcaster and neither resilient...going for:If you are playing a multiclass bladesinger/Rogue yes I definitely think it is because it also gives you two more casts a day and you will be losing some from the Rogue levels. For any bladesinger it is better than reslient constitution IMO.
That said do what you think is best. If it is a single class bladesinger push dex +2 or take fey touched, either are good options.
My main focus was on the stats you gave: Fey touched and +1int/+1con would let you push two stats up by another +1, which is good, while also giving you some spells. IMO D16, C16, I18 + misty step&hex is about the same as D20, C15, I16. But both of those are substantially better than D18, C16, I16 + constitution save proficiency. I think there are better combinations than resiliency will offer.
Its also true that hex can always be used to give disadvantage on spell saves
We make use of the disadvantage all the time in our Party. Either hex strength or dex to enable grapple, shove, tumble or overun or hex wisdom to make it easier for the Rogue or others in your party to hide.I'm afraid that's not true. Hex just gives disadvantage on ability checks, not saving throws. It's more a flavor aspect of the spell than a major strategic element.
Hex is a cool spell, but it's really not worth getting a feat for when you are already a Wizard. By level 3 you will have better uses for concentration under many circumstances. You'll get as much or more damage out of Shadow Blade, Flaming Sphere, or putting Dragons Breath on a familiar, and those are just off-the-top-of-my-head, damage-oriented ways to use your concentration on second level spells.
It is a solid feat choice for a lot of classes because it gets a lot of mileage out of a single spell slot, and if you are a Fighter, Monk, someone picking up eldritch blast, or someone otherwise making an exceptional number of attacks in a round, you get the damage bonus a lot of times. But for a wizard without a huge premium on spell slots there are better things to concentrate on, even when you are making two attacks a round. I'm not saying a Bladesinger wouldn't or shouldn't use Hex, I'm just saying that if you get Hex it is going to be a pretty small part of your bag of tricks by an early level.
My bad, i readed it wrong.I'm afraid that's not true. Hex just gives disadvantage on ability checks, not saving throws. It's more a flavor aspect of the spell than a major strategic element.
Hex is a cool spell, but it's really not worth getting a feat for when you are already a Wizard. By level 3 you will have better uses for concentration under many circumstances. You'll get as much or more damage out of Shadow Blade, Flaming Sphere, or putting Dragons Breath on a familiar, and those are just off-the-top-of-my-head, damage-oriented ways to use your concentration on second level spells.
It is a solid feat choice for a lot of classes because it gets a lot of mileage out of a single spell slot, and if you are a Fighter, Monk, someone picking up eldritch blast, or someone otherwise making an exceptional number of attacks in a round, you get the damage bonus a lot of times. But for a wizard without a huge premium on spell slots there are better things to concentrate on, even when you are making two attacks a round. I'm not saying a Bladesinger wouldn't or shouldn't use Hex, I'm just saying that if you get Hex it is going to be a pretty small part of your bag of tricks by an early level.
This is an use i didnt think about hex, nice outcombat use, but yea thats also what i was thinking about, that it can boost some fight where i cant cast shadow blade bcs im off spell slots.We make use of the disadvantage all the time in our Party. Either hex strength or dex to enable grapple, shove, tumble or overun or hex wisdom to make it easier for the Rogue or others in your party to hide.
We also use hex in conversation quite a bit, use it on an enemies Charisma to make it easier for you to tell if they are lying or use it on their wisdom to make it easier for your to lie to them. It is strictly better than Friends for this because the enemy does not know they have been enchanted. We generally prefer it over Charm person for the same reason, and because they do not get a save. You can use it while gambling. If you are creative it is a very versitile spell.
I would agree hex is not worth getting on its own, but as far as enchantment spells go, Hex is a pretty good one to pair with Misty Step and Fey touched.
Fey touched feat gets Misty Step, a 1st level enchantment or diviniation and a +1Int/Wis/Charisma. As a feat that is pretty awesome and for a caster it give the equivalent of two more spell castings a day (one 1st, one 2nd) plus two more spells prepared. There are other good options for this feat besides Hex - charm person, command, bless, Hunter's Mark (although Hex is strictly better than Hunters Mark), tasha's laughter and beast bond are all useful.
For a bladesinger you are right about concentration to a degree, blur is king of concentration spells for a bladesinger once they hit level three. I used hypnotic pattern a lot too at higher levels. But you are not casting those every fight, and when you aren't hex as a level 1 casting is a nice spell for a single fight, especially when the first casting of the day is free. Comparing it to shadow blade at 6th level and above - Hex with an attack and booming blade is going to usually do more base damage than two shadowblade attacks, ater the first round you can get a third attack with TWF and do quite a bit more.
Blink is good too, mirror image is good at low levels, neither of these use concentration.This is an use i didnt think about hex, nice outcombat use, but yea thats also what i was thinking about, that it can boost some fight where i cant cast shadow blade bcs im off spell slots.
About blur, you are not the first saying me its really necessary, but its not better wait next lv spell and combo blink with mirror image that are both no concentration spells?
Yea blink is kinda random covering only 50% of times, but cast blur so often it mean SB never enter in game, and still less going getting highter lv spell slots...at 3rd blur start to fight also against haste...and also whoever has blindsight (and going on with lv gonna be lots of bad guys) and truesight can simply ignore it, so if i really dont want be hitted haste looks better (+2 ac, extra movement, eventually free disengage it mean they have to have a huge movement for catch me and maybe they gonna provoke OA, or extra attack...while anyway disadvantage on any attacks against me it mean a boost of +5 AC if im not wrong with math) as i can still cast eventually blink and/or blindness (if i need) that give me the same disadvantage to be hitted without be concentration (but true its only against one creature). Its also true that it save a 3rd spell slot (haste) that i can use for counterspell, dispel or simply fireball...but i suppose it gonna count only till i have enought 3rd lv spell slots.Blink is good too, mirror image is good at low levels, neither of these use concentration.
The problem with blink is it is not reliable, it is kond of a random effect, but when it doesn't work you don't have blur up. At high levels mirror image will only last 1 or 2 rounds, that means you are going to spend a lot of time casting it again and again.
The standard tough fight is going to be blur and bladesong on the first turn. You can follow that up with blink on your second turn but then it is going to be your third turn before you do any damage. Add mirror image and it is a 4th turn. There have been fights where that was the play though. If you do that you will be really, really hard to hit, even with an AOE spell.
Play like you want, whatever makes you feel good.Yea blink is kinda random covering only 50% of times, but cast blur so often it mean SB never enter in game, and still less going getting highter lv spell slots...at 3rd blur start to fight also against haste...and also whoever has blindsight (and going on with lv gonna be lots of bad guys) and truesight can simply ignore it, so if i really dont want be hitted haste looks better (+2 ac, extra movement, eventually free disengage it mean they have to have a huge movement for catch me and maybe they gonna provoke OA, or extra attack...while anyway disadvantage on any attacks against me it mean a boost of +5 AC if im not wrong with math) as i can still cast eventually blink and/or blindness (if i need) that give me the same disadvantage to be hitted without be concentration (but true its only against one creature). Its also true that it save a 3rd spell slot (haste) that i can use for counterspell, dispel or simply fireball...but i suppose it gonna count only till i have enought 3rd lv spell slots.
Probably play it with SB and Blink make it more fragile and it need some more tactics, but it boost melee damage a lot (if you consider SB + shortsword booming blade and still more if the DM let me cast BB on SB, and if he'll keep negating everything of this ill ask him to allow me to use that sphere you see in the screenshot i took, that its his focus arcano, like a finesse weapon which im proficient and that deal just 1d1 damage on a hit lol.)
With blur up its more tanky' but you can count only on BB for melee damage.

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