Wizard (Bladesinger) Overview; Creating a Bladesinger; Level 1: Guarded When the bladesinger engages in the true heart of the art, when the sword . Back to Main Page → 4e Homebrew → Classes, Paragon Paths, and Epic. So what spell list does that BladeSinger use? Suggestions from a 4e perspective? . You are no longer playing the D&D you are used to. In 4th edition, the Swordmage was introduced in the Player’s Guide to Faerun as a spiritual successor to the Bladesinger, only with.
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To many, it is seen as a source of skubwith even shameless elf-aficionados often regarding the original lore for the class as cringe-worthy. At its basic concept, the bladesinger is an bladeeinger warrior-wizard with some bardic overtones, who learns to simultaneously fight in melee and cast spells.
Members of an elite society, bladesingers are supposed to be dedicated to the protection bladesonger elves and the preservation of elf culture.
A bladesinger chooses a single iconic weapon, which must be a one-handed weapon or a versatile can be used with one hand or both hand weapon. Bladseinger training manifests in three special ways.
Secondly, they can still defend themselves whilst casting a spell, with an AC bonus to frontal attacks whilst spellcasting equal to level divided by two, plus one, and with fractions rounded down. Finally, they have mastered dd& art of casting with only one hand, although this still increases all casting times by 2. Finally, they can’t use either shields or two-handed weapons; they need at least one hand free to cast with, after all!
4E BladeSinger from Neverwinter
In 3rd edition, the Bladesinger is presented as a 10 level long Prestige Class only accessible to Elves and Half-Elves.
Bladesingers gain proficiency with Light Armor though their class features are useless in anything heavieran array of new spells per day of 1st through bladeainger levels, three bonus feats from a special list Any Metamagic, Combat Reflexes, Improved Critical LongswordImproved Disarm, Mobility, Quick Draw, Spring Attack, Whirlwind Attackand five “Songs”. Bladesong grants a Dodge bonus to the Bladesinger’s AC equal to their Intelligence bonus, so long as they have one hand free and are wielding a longsword or a rapier with the other.
Lesser Spellsong means that when a Bladesinger benefits from Bladesong, they also gain the ability to take 10 on Concentration checks when casting defensively.
Song of Celerity means that when a Bladesinger benfits from Bladesong and uses the full attack action, they can also cast any arcane spell with a casting time of 1 action or less as a free action.
Which, coincidentally, also covers their iconic “bladesinger spells” like. Finally, Song of Fury means that when a Bladesinger bladesinter from Bladesong and uses the full attack action, they can choose to inflict one extra attack that round, at the cost of inflicting a -2 penalty on all attacks that round. In 4th edition, the Swordmage was introduced in the Bladesinegr Guide to Faerun as a spiritual successor to the Bladesinger, only with pretty much none of its original fluff.
The Swordmage was described as an Arcane Defender ; a warrior-wizard tradition that specialized in the use of one-handed weapons and spells that augmented its defense, boosted its mobility, and gave it lots of elementally charged or mystically empowered attack options. Want to Force Choke a bitch? Throw your sword and turn it into a ricocheting lightning bolt before summoning it back to your hand? Sketch sigils in the air with your sword that make fuckers explode?
The Swordmage had you covered. Its major difference to a wizard was its class features, which mechanically supported the idea of a warrior-mage who forsook armor but wielded a one-handed sword instead of a traditional wand or staff.
Like all Essentials classes, it went for a “simpler” approach to class design, locking itself into a singular identity for focusing on gaining features across levels as it advanced and relying exclusively on a combination of magic-boosted basic melee attacks, daily spells, and features that grant bladeinger bonus basic melee attacks.
Yeah, that’s right, this class gets no encounter attacks powers, period; only a handful of Encounter utilities.
Also, you get 2 “Bladesinger Daily spells”, 3 cantrips, and Magic Missile as a bonus at-will attack. At level 3, you gain the Arcane Strike bladesingre, which lets you make a melee basic attack as a minor action on your turn after using a bladesinger daily attack. At level 7, you gain the Steely Retort feature, which lets you make a melee basic attack as an opportunity action whenever an adjacent enemy hits you whilst you blzdesinger Bladesong active.
Bladesingger level 12, you gain the Bladesong Ballet feature, which lets you shift squares up to your speed as a move action whilst Bladesong is active. At level 13, you gain the Unerring Bladespell feature, which lets you apply bladespells to foes you attack even if your strike misses. But only whilst your Bladesong power is active. At level 16, you gain the Bladespell Step feature, which lets you teleport up to 5 squares as a free action after you use a bladespell power. At level 20, you bladsinger the Signature Spell feature, which grants you access to a level 19 Wizard Daily Attack spell of your choice.
Finally, at level 23, you gain the Bladespell Burst feature, which lets blaedsinger apply the effects of a bladespell to all adjacent enemies after hitting one adjacent enemy, which you can do once per day.
In 5th edition, Bladesingers reared their heads once again as a new Arcane Tradition subclass for the Wizard in Sword Coast Adventurer’s Guide, the dedicated Forgotten Realms splatbook of the edition. As with 4th edition, WoTC notes that traditional fluff decrees it should e&d be available to elves and half-elves, but it doesn’t mechanically enforce this trait.
Indeed, it outright encourages DMs to ignore that angle, either to run their preferred take on the realms or to transplant the Bladesinger d&e their own homebrew settings.
This gives it Proficiency with the Performance skill, light armor, and a single one-handed martial melee weapon of the Bladesinger’s choice.
Swords are iconic, but as the sidebar notes, there’s all kinds of styles, including axes, hammers, picks and whips. Its other 2nd level feature is Bladesongthe big “special attack” of the class, an ability to enter a state of supernatural speed, agility and focus as a bonus action.
Likewise, it can be ended early if you take up a shield, put such armor on, make a two-handed attack with your weapon, or are just incapacitated. So stick to the light armor and one-handed weapons if you wanna use it. You can use this feature twice per short rest, and unless ended early which you can do voluntarilyit lasts for one minute. A Bladesinger gains the Extra Attack feature attack twice when you use the Blxdesinger action for your turn at level 6.
Finally, 14th level unlocks the Song of Victory feature, where Bladesong causes the Int bonus to apply to damage from the Bladesinger’s melee weapon as well. All in all, the 5e Bladesinger is not necessarily a bad subclass, but the fact it’s got such a schizophrenic design – class features orientated towards melee combat, but wizard spells are predominantly aimed at being used at a distance – that it suffers, particularly when compared to the Swordmage of 4e, who bladesijger an entire arsenal of thematically-supporting close- 4d medium-ranged spells to back it up.
It’s telling that every fanmade guide to Bladesingers out there exhorts the player to grab the small handful of Swordmage spells that were officially converted to 5e as part of the Bladesinger’s spell arsenal People quickly noticed that almost all of the Bladesinger’s actual class features make them hard to kill, something all squishy wizards welcome, and they don’t take any penalties to casting for being a bladesinger so there’s little reason to try to enter melee as one.
The main conceit is not getting hit and instead using an AC that without reactions or bonus actions hovers at Bladesingerr with the Elemental Evil Player’s companion available for free Absorb Element Spellshield, blur, invisibility, mirror image or other defensive spells of your choice you become one of the best tanks in your party if not the best.
All with the utility and insane late-game capabilities of a wizard.
Remeber you’re a wizard who also swords, not a fighter who also knows spells, that would be an eldritch knight. You’re damage also remains consistently relevant.
When our party fought a hill-giant early at level-3 I was the sole member in melee because I was capable of raising my armor class to what was effectively for the entire fight and forcing the bpadesinger to stay away from my squishy teammates. It should be noted that our GM fudged the hill-giant an extra 30 health because d&r delve was going ‘too smoothly’. Mind you, unless you rolled spectacularly well during charcter creation 19’s in both intelligence and dex your AC won’t be as high as early.
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Wizard (Bladesinger), Variant
Sha’ir – Deathwalker – Fleshcrafter – Soul Reaper. Archivist – Dread Necromancer. Incarnate – Soulborn – Totemist. Favored Soul – Healer – Marshal – Warmage. Samurai – Shaman – Bladesiger – Sohei – Wu jen. Psion – Psychic Warrior – Soulknife – Wilder. Crusader – Swordsage – Warblade. Binder – Shadowcaster – Truenamer. Paragon Path – Epic Destiny.