D&D 5E Bladesinger Concept Optimization

Bullvinne

First Post
So I just started a new campaign with friends and wanted to optimize my character concept. I want a gish build based off of of a High Elven Champion of Corellon Larethian.

I remember the wizard had a paragon path in 4th edition based off of this and I wanted to capture the same idea in 5th.

So I already know it will incorporate the new Bladesinger subclass as a main part of the build, and I am thinking that multiclass fighter would match the concept best, but multiclass rogue also has its advantage.

My character is already level 2 Bladesinger with the following stats (rolled plus High Elf Racial bonuses):
Str: 11
Dex: 18
Con: 13
Int: 18
Wis: 12
Cha: 7

Also; as a side note, the rest of the party is comprised of a Fighter going Purple Dragon Knight, a Mastermind Rogue, and a Lore Bard. None of the other players are super min-max’ers and the DM is great at making the power of the encounters equal to our level of power.

So I don't want to focus on the absurdly powerful wizard spells that can trivialize an entire encounter and leave my teammates feeling like they are contributing nothing to the encounter (Wish and Simulacrum will never be used, changing into a ancient brass dragon , etc)

I have a few ideas that I will list out below (Both Fighter and Rogue MC options, and from most bladesinger to less bladesinger), Please let me know which you think would be the best all around Gish:


Fighter (EK) Multiclass options:

14BS/6EK focusing on Multiple attacks (Extra attack, dualweilding, and haste):
ASI(5 total): +2 Dex, +2 Int, Warcaster, Dual Wield, Last One Open
Fighting Style: Two Weapon Fighting Style

Pros:
7th level spells known and 16th level effective caster
4 x (1d8 + 10 (rapiers)) possible at-will attack damage (2 attacks with Extra Attack, Bonus attack from twf, and Haste Attack, needs two weapon fighting style and the dual wield feat to make the most of it)
BS lvl 10 damage soak ability
Action Surge and Second Wind

Cons:
Only 6 levels of Fighter HP so still kinda bad in the HP department, Gives up the other EK goodies like War Magic and Eldritch Strike for the +Int to melee attacks.

Conclusion: Most caster of the bunch, least survivable out of all of the Fighter options, but has the basis of a gish


13BS/7EK focusing on War Magic and BB/GFB as main at-will attack method:
ASI(5 total): +2 Dex, +2 Int, Warcaster, Last Two Open
Fighting Style: Duelist Fighting Style

Pros:
7th level spells known and 15th level effective caster
3 x (1d8 +7 (rapiers)) + 3d8 to 6d8 (if the BB/GFB secondary riders happen) at-will attack damage (War Magic’ed GFB or BB, Bonus attack, and Haste Attack, no specific feats needed to make the most of this)
War Magic
BS lvl 10 damage soak ability
Action Surge and Second Wind

Cons: Only 7 levels of Fighter HP so still kinda bad in the HP department, Gives up +int to each melee attack for War Magic but gains Duelist Fighting Style to offset the loss.

Conclusion: Just one more fighter level doesn't give much more survivability, but it does give you the tasty War Magic ability and makes you feel like you are weaving magic and melee while keeping on par with straight attacks.


10BS/10EK focusing on War Magic and BB/GFB as main at-will attack method:
ASI(5 total): +2 Dex, +2 Int, Warcaster, Last Two Open
Fighting Style: Duelist Fighting Style

Pros:
3 x (1d8 +7 (rapiers)) + 3d8 to 6d8 (if the BB/GFB secondary riders happen) at-will attack damage (War Magic’ed GFB or BB, Bonus attack, and Haste Attack, no specific feats needed to make the most of this)
10 levels of fighter hit dice for more survivability
Eldritch Strike for spell success!
Indomitable (more survivability)
War Magic
BS lvl 10 damage soak ability
Action Surge and Second Wind

Cons: 5th level spells known and 13th level effective caster so starting to lose some of the casting goodness.

Conclusion: You now get at least half of your levels at a d10 HD, The Sexy Eldritch Strike for conferring disadvantage on a spell save if you hit a baddie, still ok on the spells known but starting to drop.


2BS/18EK focusing on Multiple attacks (Extra attack, dualweilding, and haste):
ASI(6 total): +2 Dex, +2 Int, Warcaster, Dual Wielding, Last Two Open
Fighting Style: Two Weapon Fighting

Pros:
5 x (1d8 + 5 (rapiers)) possible at-will attack damage (3 attacks with Extra Attack, Bonus attack from twf, and Haste Attack, needs two weapon fighting style and the dual wield feat to make the most of it)
18 levels of fighter hit dice for the most survivability
Improved War Magic for Fireball + Basic attack? lol
Arcane Charge for extra movement
Eldritch Strike for spell success!
Indomitable (more survivability) x 3
War Magic (for when a GFB or BB would be better then 5 attacks)
Action Surge x 2 and Second Wind

Cons: 3rd level spells known and 8th level effective caster so the least caster of the bunch

Conclusion: The 18 levels of fighter make you have a great HP pool, however you loose the BS ability to spend a spell slot to reduce damage from an attack. Not sure if this is a good tradeoff. You also are the worst in casting, you only know 3rd level spells, and most of them have to be from the Abjuration/Evocation spell lists. However, you have 5 attacks at 1d8 + 5 per attack.


Rogue (AT) Multiclass Options:

11BS/9AT focusing on Multiple attacks for sneak attack fishing (Extra attack, dualweilding, and haste):
ASI(4total): +2 Dex, +2 Int, Warcaster, Dual Wielding

Pros:
4 x (1d8 + 5 (rapiers)) + 5d6 (sneak attack) possible at-will attack damage (2 attacks with Extra Attack, Bonus attack from twf, and Haste Attack, needs two weapon fighting style and the dual wield feat to make the most of it)
6th level spells known and 14th level effective caster
Extra Attack
Expertise
Cunning Action
Uncanny Dodge
Evasion
BS lvl 10 ability to absorb damage
Magical Ambush 1 level before Eldritch Knight gets his (Eldritch Strike)

Cons: Lower Hit Die then the Fighter Multiclass, rogue is less tied to my concept

Conclusion: More ways to make a single attack hurt with 5d6 Sneak Attack, gets Magical Ambush earlier then EK would, with Uncanny Dodge, Evasion, and the BS lvl 10 ability, it might be the most survivable out of the lot, even without the d10 HD from fighter.


7BS/13AT Focusing on using GFB or BB plus Versatile Trickster to ensure advantage on attack:
ASI(5total): +2 Dex, +2 Int, Warcaster, Last Two Open

Pros:
1 x (1d8 + 5 (rapier)) + 7d6 (sneak attack) + 3d8 to 6d8 (if the BB/GFB secondary riders happen) possible at-will attack damage with advantage
true 4th level wizard spells known and 11th level effective caster
Extra Attack (probably wont be used
Expertise
Cunning Action
Uncanny Dodge
Evasion
Magical Ambush 1 level before Eldritch Knight gets his (Eldritch Strike)
Reliable Talent
Versatile Trickster

Cons: Lose some survivability from the level 10 BS feature but reliably gain advantage and sneak attack without allies

Conclusion: Probably the most punishable single attack of all builds, it loses some survivability but it could be made up by the extra ASI this build gets.


Thoughts/Ideas on which is the best/most optimized gish?
 
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They would all probably work pretty well. Just a couple of things I have seen playing along a two weapon rogue is what a pain it can be to cast a lot of spells with material components when you have two weapons. You spend half your time with one weapon sheathed or on the floor. Also, I wouldn't say you need more than two attacks if looking to increase the chance of a sneak attack. Its pretty rare to miss two. I like the first and last build best
 

Haven't played any of the component classes enough to know if it is optimised, but it sounds like 10BS/10EK becomes a half-caster similar to Paladin and Ranger in spells and a rogue in HP.

Personally I would have considered starting fighter if I was going do a fighter/wizard multiclass. But since that is too late I guess I would go for maximum wizard levels. A feat for extra hit points would maybe be advisable. On average I think +2 HP per level from a feat becomes on par with d10 hit dice in total hit points.
 

Thank you all for your responses.

I think I might stick with straight Bladesinger as one of you have suggested. If I take any feat to enhance my melee, it will be the mobility feat to get in and out of melee fast (and only when my spell casting is spent, or a melee attack like Booming Blade or Green Flame Blade is better resources spent then a spell)

For all feats, I plan on getting +2 Int, and either +2 Dex or Resil(Dex) plus a +1 in dex and con (unless I get Resil(con)), and toughness or Mobility lastly.
 

Since it doesn't sound like you're playing in an "official" setting, maybe see if your DM will let you trade the Blade Singer's extra attack for the Eldritch Knight's War Magic feature. A few of us have been talking about that around here, feeling like it would fit their theme better.
 

The warcaster part of the eldritch knight will increase damage a lot for the cost of your bonus action. If you find other ways to use it, you won't miss that feature.
 




you forgot 2 good options:

BS 18/ EK 2 - 9th lvl spell, spell mastery, fighting style, action surge. You're not a fighter, you're a wizard with monstrous AC that can be in melee (not always).

EK 11/ BS 9 - you got your third attack, now you can leave to get the 5th lvl spells. EK12/ BS8 - one more ASI/feat - but no 5th lvl spells.

If I would be a bladesinger, I'll do for first option. Because if you want to be a great damage dealer in melee and a caster, multiclass fighter11/sorcerer9 will be way batter, since you can cast spells as bonus action using SP and do three attacks in the same turn, and can use THW or a shield.
 

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