Yes, but those only offer two attacks, not a stackable 3rd attack.Gish options also generally get extra attack.
Yes, but those only offer two attacks, not a stackable 3rd attack.Gish options also generally get extra attack.
If you do this you should give all casters the bladesinger version of extra attack at level 1 so they can make an attack and cast a cantrip. Otherwise using cantrips in combat will generally not be advisable until about level 17.
Other than that I think it is fine.
Yes, which with the Bladesinger version of extra attack is going to…still add an attack…to what they already have, which as you’ve proposed it…would be a normal attack and a fully level-scaled cantrip. So they’d be doing two attacks and a level 5+ cantrip.Yes, but those only offer two attacks, not a stackable 3rd attack.
Yes, which with the Bladesinger version of extra attack is going to…still add an attack…to what they already have, which as you’ve proposed it…would be a normal attack and a fully level-scaled cantrip. So they’d be doing two attacks and a level 5+ cantrip.
Then this is a nonsense rule, that is not even implied in your past posts.Gish characters, including Bladesingers, would get their own versions of extra attack which would all be redundant as it would be either/or since none of them specifically add a 3rd attack.
Anyway, gish characters need to be making the same number of attacks as normal warriors (not counting the fighter), and not all gishes should use the same means to be making magical attacks.
Sadly my playtesting group never quite materialized, and now I'm moving in a couple of months for a new job, so this whole project is mostly on hold. So nope, no playtest data yet.So it's been 4 months now, have you tested out your idea? How did it work at the gaming table?
I'm less concerned about absolute speed than about too many turns of waiting a whole round to go and then only getting to try once and fail at one thing. Early levels are, by necessity, the training wheels levels, but they don't need to feel so much like the training wheels levels. It is not conceptually harder for a player to make two attacks than one, so fewer attacks is not a sensible way to simplify early gameplay.Honestly combat is slow enough so adding in more attacks in the progression just to have the target AC to shift in response seems like it might be the wrong direction.
I actually ended up largely eliminating attack cantrips as I felt they locked the game into a presumed high magic feel, and my main goal for my game was to make the level of magic more flexible to an individual table or campaign's needs. That said, under my high magic options a bladesinger style replace one attack with a cantrip ability is available at low level in several ways.If you do this you should give all casters the bladesinger version of extra attack at level 1 so they can make an attack and cast a cantrip. Otherwise using cantrips in combat will generally not be advisable until about level 17.

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