FrogReaver
The most respectful and polite poster ever
I went with con because #1 it's a very reasonable choice and #2 it comes as a standard option on the sage background for magic initiate and dex does not.That is a bit off though. First a Bladesinger is typically going to have a 16 dexterity to start, that is way more benificial than Constitution. The EK has 6 spell slots (4x1+2x2). If you compare this to a Baldesinger, the Bladesinger has 11 slots.
Why would I assume 6 shields in a 4 round single encounter day? Why would you waste more actions casting false life instead of attacking in a 4 round single encounter day?If you want to zero baseline it and assume both players use shield 6 times, the Bladesinger is left with one 2nd, three 3rd and one Fourth. If you translate all of those into False Life that is 60.5 temp hit points on average. If you translate all except the 4th level slot it is 43.5. And this is before Arcane Recovery, which adds another 3 slots (effectively 32.5 more hps)
Possibly in longer adventure day scenarios with many encounters. But in those the damage gets much worse as CME won't last through them all and at level 7 you have very limited slots for it.That is going to be more total hp than the EK has.
DPR accounts for accuracy...Second, the damage is off. As an optimzation baseline, the Bladesinger at 7th level with a blade cantrip should do 3d8+8=21.5 before any CME damage (and before we look at dual wielding). If you are using CME you will likely dual wield and then it would be 3d6+1d8+8+6d8CME or 51DPR.
I did not account for dual wielding for the bladesinger. The bigger problem with dual wielding is your ability to cast shield is hindered as even with a focus you still need a free hand to use somatic components.
My longsword version was doing 2d8+8+1d8+4d8 = 39.5. Adjusting for accuracy @ 60% would be 23.7 vs 30 for the dual wielder (it should be 50 damage, not the 51 you listed). But as noted above, dual wielding means no shield spell.
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