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Thoughts on New Bladesinger?
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<blockquote data-quote="Tessarael" data-source="post: 9802933" data-attributes="member: 12909"><p>If I was going to build a mid-level Bladesinger to maximize melee weapon damage output, I would go with say Fighter 2/Wizard 8:</p><ul> <li data-xf-list-type="ul">For your ability scores, go with something like STR 10, DEX 17, CON 14, INT 16, WIS 8, CHA 8.</li> <li data-xf-list-type="ul">Fighter at 1st character level for proficiency in Martial Weapons, Constitution saving throws, Two-Weapon Fighting style, and Weapon Mastery in weapons with the Nick mastery property - Scimitar is a good choice.</li> <li data-xf-list-type="ul">2nd level Fighter gives you action surge, for two more attacks on a turn, once per short rest.</li> <li data-xf-list-type="ul">4th level Wizard, take the Dual Wielder feat for an extra attack with a Light weapon as a bonus action, and +1 Dexterity.</li> <li data-xf-list-type="ul">6th level Wizard gives you Extra Attack from the Bladesinger archetype. You can also substitute a Wizard cantrip for one of those attacks, so Booming Blade for +d8 thunder damage on one attack, +2d8 thunder damage if the target moves.</li> <li data-xf-list-type="ul">7th level Wizard, you get the Conjure Minor Elementals (CME) spell, which adds +2d8 damage per attack.</li> <li data-xf-list-type="ul">8th level Wizard take +2 Dexterity for your feat.</li> </ul><p>Then at character level 10 with say two Scimitars +2, you have STR 10, DEX 20, CON 14, INT 16, WIS 8, CHA 8, and 62 HP. Add in False Life cast at say level 2 for 2d4+9 temporary HP to make your HP total more reasonable for a melee combatant.</p><ul> <li data-xf-list-type="ul">4 attacks per round (3 on your action with nick + 1 from dual wielder), doing d6 + 5 DEX + 2 magic + 2d8 CME.</li> <li data-xf-list-type="ul">Additionally, one of those attacks is with Booming Blade for +d8 damage, +2d8 at character level 11.</li> <li data-xf-list-type="ul">So that's an average of 82.5 damage per round if all attacks hit, no critical hits.</li> <li data-xf-list-type="ul">And when you Action Surge, I presume you cannot cast Booming Blade again, but that gives you 3 attacks, for an additional +58.5 damage if all attacks hit, no critical hits.</li> </ul><p>When Bladesinging, your AC is 20 = 10 + 5 DEX + 3 INT +2 Bracers of Defense. Have the Shield spell memorized for +5 AC as a reaction when hit by an attack. There are various other spells you can use to trade-off increased offense or defense (e.g., Blur), when you run of 4th level spells slots to cast Conjure Minor Elementals.</p><p></p><p>It's a good melee damage build with good defense too. Probably the biggest limitation of this build is that the number of uses of Bladesong per long rest is determined by your Intelligence modifier + 1 back on a Short Rest when you use Arcane Recovery, so 4 uses per long rest. Without Bladesong running, your AC is only 17, as you won't have the +3 Intelligence modifier. For an extra use of Bladesong with +1 AC and +1 spell save DC, you can go for DEX 18 and INT 18 at character level 10, rather than DEX 20 and INT 16, at the cost of -4 damage/round and -1 to attack.</p><p></p><p><strong>Edit: </strong>The Mage Armor spell will give AC is 20 = 13 + 5 DEX +2 Bracers of Defense, so there's no real need to have Bladesong going for AC purposes. Getting the Intelligence bonus to Concentration saves and the +10' movement speed with Bladesong running is nice though.</p></blockquote><p></p>
[QUOTE="Tessarael, post: 9802933, member: 12909"] If I was going to build a mid-level Bladesinger to maximize melee weapon damage output, I would go with say Fighter 2/Wizard 8: [LIST] [*]For your ability scores, go with something like STR 10, DEX 17, CON 14, INT 16, WIS 8, CHA 8. [*]Fighter at 1st character level for proficiency in Martial Weapons, Constitution saving throws, Two-Weapon Fighting style, and Weapon Mastery in weapons with the Nick mastery property - Scimitar is a good choice. [*]2nd level Fighter gives you action surge, for two more attacks on a turn, once per short rest. [*]4th level Wizard, take the Dual Wielder feat for an extra attack with a Light weapon as a bonus action, and +1 Dexterity. [*]6th level Wizard gives you Extra Attack from the Bladesinger archetype. You can also substitute a Wizard cantrip for one of those attacks, so Booming Blade for +d8 thunder damage on one attack, +2d8 thunder damage if the target moves. [*]7th level Wizard, you get the Conjure Minor Elementals (CME) spell, which adds +2d8 damage per attack. [*]8th level Wizard take +2 Dexterity for your feat. [/LIST] Then at character level 10 with say two Scimitars +2, you have STR 10, DEX 20, CON 14, INT 16, WIS 8, CHA 8, and 62 HP. Add in False Life cast at say level 2 for 2d4+9 temporary HP to make your HP total more reasonable for a melee combatant. [LIST] [*]4 attacks per round (3 on your action with nick + 1 from dual wielder), doing d6 + 5 DEX + 2 magic + 2d8 CME. [*]Additionally, one of those attacks is with Booming Blade for +d8 damage, +2d8 at character level 11. [*]So that's an average of 82.5 damage per round if all attacks hit, no critical hits. [*]And when you Action Surge, I presume you cannot cast Booming Blade again, but that gives you 3 attacks, for an additional +58.5 damage if all attacks hit, no critical hits. [/LIST] When Bladesinging, your AC is 20 = 10 + 5 DEX + 3 INT +2 Bracers of Defense. Have the Shield spell memorized for +5 AC as a reaction when hit by an attack. There are various other spells you can use to trade-off increased offense or defense (e.g., Blur), when you run of 4th level spells slots to cast Conjure Minor Elementals. It's a good melee damage build with good defense too. Probably the biggest limitation of this build is that the number of uses of Bladesong per long rest is determined by your Intelligence modifier + 1 back on a Short Rest when you use Arcane Recovery, so 4 uses per long rest. Without Bladesong running, your AC is only 17, as you won't have the +3 Intelligence modifier. For an extra use of Bladesong with +1 AC and +1 spell save DC, you can go for DEX 18 and INT 18 at character level 10, rather than DEX 20 and INT 16, at the cost of -4 damage/round and -1 to attack. [B]Edit: [/B]The Mage Armor spell will give AC is 20 = 13 + 5 DEX +2 Bracers of Defense, so there's no real need to have Bladesong going for AC purposes. Getting the Intelligence bonus to Concentration saves and the +10' movement speed with Bladesong running is nice though. [/QUOTE]
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