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[GUIDE] NADRIGOL's Melee Bladesinger Guide
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<blockquote data-quote="Rofel Wodring" data-source="post: 7207315" data-attributes="member: 6873189"><p><span style="font-size: 12px"><strong>1st-Level Spell Mastery Picks:</strong></span></p><p><strong><span style="color: #FFD700">Shield</span></strong>: Why are you considering anything else? The only reasons why you would is if A) your DM never does more than one or two encounters per long rest or B) you are using your reaction almost every round for something else. Even then, it would just be a 'very good' instead of a 'downright mandatory' choice. Don't even consider the other first-level options unless that applies or you're one of those Robes of the Archmagi + Staff of Power + Tome of Clear Thought/Manual of Quickness of Action + Bracers of Defense cheesemonkeys.</p><p></p><p><strong>Absorb Elements</strong>: If for some reason you can't or you won't use Shield, you can use this instead. Not that it's a bad choice, but unless you're fighting wizards and dragons for the rest of the campaign (plausible considering your level) you won't use it enough to justify not just sticking it in a regular spell slot and upcasting as necessary.</p><p></p><p><strong><span style="color: #9933cc">Expeditious Retreat</span></strong>: Or you could use Misty Step instead. The only reason why you wouldn't is if you're using your 2nd-level slot for something else OR you plan to be moving a lot, don't need concentration, and still want to cast non-cantrip spells.</p><p></p><p><strong>Fog Cloud</strong>: You could do worse than having constant deployable cloud cover for your party to move through. Since it's concentration you can drop concentration and put it up again so you don't constantly bump into walls. Or have someone who can see through it lead the way.</p><p></p><p><strong>Longstrider</strong>: Hey, everyone in the party constantly moves at +10 feet from now on, concentration-free.</p><p></p><p><strong><span style="color: #FF0000">Unseen </span>Servant</strong>: This is generally going to be a mediocre choice... unless you have a lot of good items that require actions to use. Such as applying poison to arrows or weapons.</p><p></p><p><strong>Protection from Evil and Good</strong>: This is probably the only spell for Spell Mastery you'd consider using over Shield, but only in the sense that you'd compare Spider-Man's strength to The Hulk. At this level, this spell will protect you from 80% of the things you'd worry about with the unfortunate exception of dragons. But charm, fright, and possession protection is very, VERY strong. The material component cost of 25 gp a pop will probably prevent you from just going around all day with it up, but it does last decently long and can be cast on other people.</p><p></p><p><span style="font-size: 12px"><strong>2nd-level Spell Mastery Picks:</strong></span></p><p><strong><span style="color: #9933cc">Alter Self</span></strong>: Be the person with constantly shifting faces and disguises? Always have a way to breathe underwater? Probably not.</p><p></p><p><strong>Blur</strong>: More and more things will have truesight and blindsight at this level. And it'll eat into your concentration slots. Mirror Image will probably serve you better in the long run.</p><p></p><p><strong><span style="color: #9933cc">Detect Thoughts</span></strong>: If you're always in dungeon-crawling environments, you can use it to get some free intel. For the most part, I'd pass.</p><p></p><p><strong><span style="color: #9933cc">Flaming</span> Sphere</strong>: Not the worst choice in the world. You get some free damage on rounds you otherwise can't use your bonus action. Best use for this spell is to always have a platform for Pyrotechnics.</p><p></p><p><strong>Invisibility</strong>: An acceptable choice. Always good for stealth, but you can also use it to ensure you (generally) gain first-round attack advantage. And always being able to hide will come in more handy than you'd think.</p><p></p><p><strong>Levitate</strong>: Not a bad choice at all. Levitate is always a fine option for a long-term save-or-die and having constant not-quite-flight so long as you're near a ceiling or wall is more useful than you'd think.</p><p></p><p><strong><span style="color: #9933cc">Locate</span> <span style="color: #0000FF">Object</span></strong>: Depending on how your DM defines 'object' and the table's tolerance for playing Twenty Questions you can use it to guess monster setups, treasure locations, soforth. It's a VERY wide range and being able to detect, say, spellcasters by the existence of arcane focuses/material component pouches or dragon locations through leftover eggshells. Again, it's a great choice if your DM will tolerate your filibusters, otherwise pass on it.</p><p></p><p><strong><span style="color: #0000FF">Mirror Image</span></strong>: Mirror Image is kind of dicey as a long-term defensive vanguard due to the increase in monster accuracy, but it works GREAT when you can constantly re-apply it and have it up for situations where you can't Bladesing, such as ambush situations.</p><p></p><p><strong><span style="color: #00FFFF">Misty Step</span></strong>: Excellent choice and probably the default one. Always-on teleportation isn't just good for mobility, but it will get you out of so many scrapes as a high-level character. That -1 to strength saves and checks will barely bother you anymore. It's not as completely, utterly dominating like Shield is but you need a good argument to use something else.</p></blockquote><p></p>
[QUOTE="Rofel Wodring, post: 7207315, member: 6873189"] [SIZE=3][b]1st-Level Spell Mastery Picks:[/b][/SIZE] [B][COLOR="#FFD700"]Shield[/COLOR][/b][COLOR="#FFD700"][/color]: Why are you considering anything else? The only reasons why you would is if A) your DM never does more than one or two encounters per long rest or B) you are using your reaction almost every round for something else. Even then, it would just be a 'very good' instead of a 'downright mandatory' choice. Don't even consider the other first-level options unless that applies or you're one of those Robes of the Archmagi + Staff of Power + Tome of Clear Thought/Manual of Quickness of Action + Bracers of Defense cheesemonkeys. [B]Absorb Elements[/b]: If for some reason you can't or you won't use Shield, you can use this instead. Not that it's a bad choice, but unless you're fighting wizards and dragons for the rest of the campaign (plausible considering your level) you won't use it enough to justify not just sticking it in a regular spell slot and upcasting as necessary. [B][COLOR="#9933cc"]Expeditious Retreat[/COLOR][/b][COLOR="#9933cc"][/color]: Or you could use Misty Step instead. The only reason why you wouldn't is if you're using your 2nd-level slot for something else OR you plan to be moving a lot, don't need concentration, and still want to cast non-cantrip spells. [b]Fog Cloud[/b]: You could do worse than having constant deployable cloud cover for your party to move through. Since it's concentration you can drop concentration and put it up again so you don't constantly bump into walls. Or have someone who can see through it lead the way. [B]Longstrider[/b]: Hey, everyone in the party constantly moves at +10 feet from now on, concentration-free. [B][COLOR="#FF0000"]Unseen [/color]Servant[/b]: This is generally going to be a mediocre choice... unless you have a lot of good items that require actions to use. Such as applying poison to arrows or weapons. [b]Protection from Evil and Good[/b]: This is probably the only spell for Spell Mastery you'd consider using over Shield, but only in the sense that you'd compare Spider-Man's strength to The Hulk. At this level, this spell will protect you from 80% of the things you'd worry about with the unfortunate exception of dragons. But charm, fright, and possession protection is very, VERY strong. The material component cost of 25 gp a pop will probably prevent you from just going around all day with it up, but it does last decently long and can be cast on other people. [SIZE=3][b]2nd-level Spell Mastery Picks:[/b][/SIZE] [B][COLOR="#9933cc"]Alter Self[/color][/b]: Be the person with constantly shifting faces and disguises? Always have a way to breathe underwater? Probably not. [b]Blur[/b]: More and more things will have truesight and blindsight at this level. And it'll eat into your concentration slots. Mirror Image will probably serve you better in the long run. [B][COLOR="#9933cc"]Detect Thoughts[/COLOR][/b][COLOR="#9933cc"][/color]: If you're always in dungeon-crawling environments, you can use it to get some free intel. For the most part, I'd pass. [B][COLOR="#9933cc"]Flaming[/color] Sphere[/b]: Not the worst choice in the world. You get some free damage on rounds you otherwise can't use your bonus action. Best use for this spell is to always have a platform for Pyrotechnics. [b]Invisibility[/b]: An acceptable choice. Always good for stealth, but you can also use it to ensure you (generally) gain first-round attack advantage. And always being able to hide will come in more handy than you'd think. [b]Levitate[/b]: Not a bad choice at all. Levitate is always a fine option for a long-term save-or-die and having constant not-quite-flight so long as you're near a ceiling or wall is more useful than you'd think. [b][COLOR="#9933cc"]Locate[/color] [COLOR="#0000FF"]Object[/COLOR][/b][COLOR="#0000FF"][/color]: Depending on how your DM defines 'object' and the table's tolerance for playing Twenty Questions you can use it to guess monster setups, treasure locations, soforth. It's a VERY wide range and being able to detect, say, spellcasters by the existence of arcane focuses/material component pouches or dragon locations through leftover eggshells. Again, it's a great choice if your DM will tolerate your filibusters, otherwise pass on it. [b][COLOR="#0000FF"]Mirror Image[/COLOR][/b][COLOR="#0000FF"][/color]: Mirror Image is kind of dicey as a long-term defensive vanguard due to the increase in monster accuracy, but it works GREAT when you can constantly re-apply it and have it up for situations where you can't Bladesing, such as ambush situations. [b][COLOR="#00FFFF"]Misty Step[/color][/b]: Excellent choice and probably the default one. Always-on teleportation isn't just good for mobility, but it will get you out of so many scrapes as a high-level character. That -1 to strength saves and checks will barely bother you anymore. It's not as completely, utterly dominating like Shield is but you need a good argument to use something else. [/QUOTE]
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