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The Lady of Pain - 18 Bladesinger/ 2 Fighter build
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<blockquote data-quote="Rofel Wodring" data-source="post: 7219577" data-attributes="member: 6873189"><p>Here's the thing, though. All of those DPR increases don't come from the Fighter levels. They come from the Bladesinger levels. Why are you A) delaying access to these bad-ass show-stopper tricks or B) (discussed below) diluting your effectiveness as a bladesinger at the endgame.</p><p></p><p>Also, you are way undercounting the value of an extra 6th and 7th level slot. Even if you're not interested in an extra Mass Suggestion or Reverse Gravity and only care about your melee badassery, that's still an extra Bigby's Hand upcasted to 7th level, letting you do 8d8 as a bonus action. Or a more badass Animate Objects, doing up to 14d4+56 damage in a round. Or an extra Contingency, allowing you to fast-cast Haste or Greater Invis or Melf's Minute Meteors if you so choose. Two extra Contingencies is enough to make you a melee god for every major fight of the day. Imagine being able to throw down with a Foresight + Haste (especially with Spell Mastery, so it doesn't even take spell slots between short rests) pretty much every combat of the day, without using up actions. Why the heck would I want to dilute that with some Fighting Style spoon or even Action Surge?</p><p></p><p>The thing is, while Magical Items definitely increase the viability of Bladesingers focusing on melee, they also push Bladesingers more towards pure spellcasting. Getting a Sunblade or a Flametongue or a Defender or a Holy Avenger does kick major butt, but you're just as likely to be getting things like Staves of Power and Wands of Fireball and Wand of Viscid Globs and Robes of the Archmagi and Ring of Djinni Summoning. If you get a Tome of Clear Thought and a Staff of the Magi (and I've seen both drop in Adventurer's League) are you really going to use your rounds running up and stabbing the enemy with a sword?</p></blockquote><p></p>
[QUOTE="Rofel Wodring, post: 7219577, member: 6873189"] Here's the thing, though. All of those DPR increases don't come from the Fighter levels. They come from the Bladesinger levels. Why are you A) delaying access to these bad-ass show-stopper tricks or B) (discussed below) diluting your effectiveness as a bladesinger at the endgame. Also, you are way undercounting the value of an extra 6th and 7th level slot. Even if you're not interested in an extra Mass Suggestion or Reverse Gravity and only care about your melee badassery, that's still an extra Bigby's Hand upcasted to 7th level, letting you do 8d8 as a bonus action. Or a more badass Animate Objects, doing up to 14d4+56 damage in a round. Or an extra Contingency, allowing you to fast-cast Haste or Greater Invis or Melf's Minute Meteors if you so choose. Two extra Contingencies is enough to make you a melee god for every major fight of the day. Imagine being able to throw down with a Foresight + Haste (especially with Spell Mastery, so it doesn't even take spell slots between short rests) pretty much every combat of the day, without using up actions. Why the heck would I want to dilute that with some Fighting Style spoon or even Action Surge? The thing is, while Magical Items definitely increase the viability of Bladesingers focusing on melee, they also push Bladesingers more towards pure spellcasting. Getting a Sunblade or a Flametongue or a Defender or a Holy Avenger does kick major butt, but you're just as likely to be getting things like Staves of Power and Wands of Fireball and Wand of Viscid Globs and Robes of the Archmagi and Ring of Djinni Summoning. If you get a Tome of Clear Thought and a Staff of the Magi (and I've seen both drop in Adventurer's League) are you really going to use your rounds running up and stabbing the enemy with a sword? [/QUOTE]
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