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<blockquote data-quote="FormerlyHemlock" data-source="post: 6958149" data-attributes="member: 6787650"><p>For a Roguesinger, it seems clearly better to me to boost Int than Dex, since you've already (often) got advantage on your melee cantrip attacks from being hidden or invisible, so you don't need the bonus to-hit as much; whereas the bonus to spell DC is always useful. And of course it depends very much on what stats you rolled.</p><p></p><p>Warcaster for grappling/etc. isn't essential, since you can always sheathe or drop your weapon before you end your turn anyway. But Warcaster is quite nice for enhancing your opportunity attacks with Booming Blade, and it's also nice to to have to worry about losing concentration, so Warcaster remains a strong pick.</p><p></p><p>But I really don't want to get too deep into recommending specific feats as opposed to discussing the pros and cons of feats. I do find Mobile very attractive, as discussed above; I like Lucky for the versatility it gives you (negative crits; enhancing skill rolls in all kinds of situations; functioning as a kind of quasi-Resilient feat to boost all your saving throws; although obviously not all of these at once all the time). I love Inspiring Leader if you've got the Charisma for it, and Healer is also quite good. Defensive Duelist could be useful even though it's technically redundant with Shield (esp. once you have Spell Mastery) and Song of Defense; it has a bad reputation but I think it's actually not half-bad, at least against melee threats. It only works against one attack per round but then, if you've got someone grappled and prone, he's less likely to land multiple attacks on you per round anyway, so relying on Defensive Duelist instead of Shield is a reasonable gamble in many circumstances.</p><p></p><p>I believe I already mentioned the potential Skulker has for letting you hide in the dark even from monsters with Darkvision; darkness still counts as light obscurement for them, and Skulker lets you hide when lightly obscured, so if you're an advance scout with high Stealth and Cunning Action, Skulker is basically your license to kill anything without blindsight/tremorsense/truesight/devil's sight. (It's usable both underground and above ground, as long as you take care to do your fighting at night like the U.S. Army does. Enemies who light torches/etc. will be able to see and target you, but just stay out of the torches and shoot them with cantrips at advantage because now you can see them even from 150' away and they can't see you, ergo you have advantage.)</p><p></p><p>I'd argue that a Roguesinger who has both Skulker and Mobile can basically do whatever he wants with his other ASIs and come out just fine. (Even those two feats are not mandatory, but I find them extremely fun.) Maxing Int is fun and all, but it doesn't ultimately make much difference in what you're capable of. It just makes you slightly more efficient at it. As a powergamer I only care about huge opportunities and qualitatively superior combos, not incremental improvements to existing capabilities; therefore I have no strong feat recommendations for Bladesinger. Do what you find fun.</p><p></p><p>One other thing worth mentioning: even if you don't have Mobile, if you're faster than the enemy it can be worth risking an opportunity attack if there are no other PCs within the threat radius and the enemy has Multiattack. E.g. say you're fighting a pair of Earth Elementals and you're a regular vanilla Bladesinger with no feats. If you try to tank them both, you'll take four attacks per turn from the pair of them; but if you attack one of them (or Booming Blade it) and then retreat 40', they get two opportunity attacks on you and nothing else. (Or rather, for many geometries they get nothing else. If you're in a geometry where 40' of movement can't get you more than 35' away from both elementals this round, e.g. if you're surrounded, then this plan doesn't work so well, and maybe you need to Disengage + Expeditious Retreat for 80' instead of attacking.)</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6958149, member: 6787650"] For a Roguesinger, it seems clearly better to me to boost Int than Dex, since you've already (often) got advantage on your melee cantrip attacks from being hidden or invisible, so you don't need the bonus to-hit as much; whereas the bonus to spell DC is always useful. And of course it depends very much on what stats you rolled. Warcaster for grappling/etc. isn't essential, since you can always sheathe or drop your weapon before you end your turn anyway. But Warcaster is quite nice for enhancing your opportunity attacks with Booming Blade, and it's also nice to to have to worry about losing concentration, so Warcaster remains a strong pick. But I really don't want to get too deep into recommending specific feats as opposed to discussing the pros and cons of feats. I do find Mobile very attractive, as discussed above; I like Lucky for the versatility it gives you (negative crits; enhancing skill rolls in all kinds of situations; functioning as a kind of quasi-Resilient feat to boost all your saving throws; although obviously not all of these at once all the time). I love Inspiring Leader if you've got the Charisma for it, and Healer is also quite good. Defensive Duelist could be useful even though it's technically redundant with Shield (esp. once you have Spell Mastery) and Song of Defense; it has a bad reputation but I think it's actually not half-bad, at least against melee threats. It only works against one attack per round but then, if you've got someone grappled and prone, he's less likely to land multiple attacks on you per round anyway, so relying on Defensive Duelist instead of Shield is a reasonable gamble in many circumstances. I believe I already mentioned the potential Skulker has for letting you hide in the dark even from monsters with Darkvision; darkness still counts as light obscurement for them, and Skulker lets you hide when lightly obscured, so if you're an advance scout with high Stealth and Cunning Action, Skulker is basically your license to kill anything without blindsight/tremorsense/truesight/devil's sight. (It's usable both underground and above ground, as long as you take care to do your fighting at night like the U.S. Army does. Enemies who light torches/etc. will be able to see and target you, but just stay out of the torches and shoot them with cantrips at advantage because now you can see them even from 150' away and they can't see you, ergo you have advantage.) I'd argue that a Roguesinger who has both Skulker and Mobile can basically do whatever he wants with his other ASIs and come out just fine. (Even those two feats are not mandatory, but I find them extremely fun.) Maxing Int is fun and all, but it doesn't ultimately make much difference in what you're capable of. It just makes you slightly more efficient at it. As a powergamer I only care about huge opportunities and qualitatively superior combos, not incremental improvements to existing capabilities; therefore I have no strong feat recommendations for Bladesinger. Do what you find fun. One other thing worth mentioning: even if you don't have Mobile, if you're faster than the enemy it can be worth risking an opportunity attack if there are no other PCs within the threat radius and the enemy has Multiattack. E.g. say you're fighting a pair of Earth Elementals and you're a regular vanilla Bladesinger with no feats. If you try to tank them both, you'll take four attacks per turn from the pair of them; but if you attack one of them (or Booming Blade it) and then retreat 40', they get two opportunity attacks on you and nothing else. (Or rather, for many geometries they get nothing else. If you're in a geometry where 40' of movement can't get you more than 35' away from both elementals this round, e.g. if you're surrounded, then this plan doesn't work so well, and maybe you need to Disengage + Expeditious Retreat for 80' instead of attacking.) [/QUOTE]
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