Smighty Bladesinger (5e Optimized Build)
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This build is a Multi Ability Dependent (MAD) build but so very fun. This build is next to impossible to make if you are doing a standard array and is really meant for that One in a million stat roll were you have amazing stats. It requires you to have access to Tasha's Cauldron of Everything and Guildmaster's Guide to Ravnica for it's Backgrounds. For Race you will probably want to either use the Variant Human or Custom Lineage from Tasha's so you can have the Starting Feat of Mobile. For Background choose Orzhov Representative as you can get Spirit Guardians as a Wizard spell.
- Level 1-6 you will be a standard Bladesinger. Select spells based on your preferences, but you need Booming Blade. This will be using literally every attack round, in fact you should very regularly be getting the extra Booming Blade damage because of Mobile and being able to move away from your foe after striking them with a booming blade. Your Primary goal will be to get your Intelligence to 20, Use your stat bonus to boost intelligence and every ASI as well unit you Max out Intelligence. Once you hit 20 Intelligence you'll want to take feats in this order: Warcaster, then Pole-arm Master (pray to the gods of your DnD universe that you get a Staff of Power too). You depending on how many ASI's you have left Crusher and Telekinetic are fun add-ons for this character or Pushing up another stat
- At 5th Level you will take the Spirit Guardians, this is will be a staple spell every combat going forward. Round 1 should look something like "I bonus action Bladesong, and use my action to cast/upcast (with your highest Spell level) Spirit Guardians, then move up to within 5 feet of my enemies (with a movement of 50). Not only will they be punished by you in combat but if they try to get away they have difficult terrain to deal with and your 50ft movement.
- At Level 6 the Bladesinger (Both via Tasha's and through the 5e Errata) unlocks the most amazing extra Attack feature you could want "You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks." So with this you will still always be hitting with a booming blade and now also an extra attack.
- Now is when you take Paladin for the next 2 levels. Now if you happen to run out of Shield spells and Bladesong you can always change into Medium armor to help your AC then. For Fighting Style may I suggest Blind Fighting or Dueling for this build (it's unfortunate cause this is one of the few builds I'd recommend Two-Weapon Fighting, but sadly that isn't offered by Paladin). By level 8 you will have a Great Gish character, one capable of Smiting and Extra Attack. Using a Quarterstaff or Magical Staff you will always have a bonus action that is damaging. You will have a one of the most punishing mobile melee spells around you, and if an enemy comes close you could use a reaction to cast Booming Blade using PAM and Warcaster.
- Finish your progression as a Wizard and enjoy the benefits of being a Full Martial Caster.
This character if allowed to progress to Level 20 will be capable of casting 9th level spells and still have a great "Capstone" as Spell Mastery is pretty amazing. Which means you could wade into battle with an 8d8 or 9d8 Spirit Guardians (honestly I'd always save that level 9 slot for Meteor Storm).
An alternate method to obtain the Spirit Guardians spell, and in many cases a more thematically appropriate way, is to use the Lorehold Student Background from the Strixhaven book. It give you more free spell options, and you can later take the Strixhaven Mascot feat to give you a very useful familiar if you want. At my table this build was named, "You can't escape my War Crimes build" (it should also be noted that my table refers to Healing Word as Power Word: Walk it off), as you are causing your enemies to be blasted by a good amount of Radiant or Necrotic damage every turn by upcasting Spirit Guardians to its highest level. Because your enemies move away from you through difficult terrain, and because you move so very quickly, you wind up keeping your foes in a magical microwave until they are..."Done".
The First feat that is useful (and necessary imho) would be Mobile for the extra 10' movement and the ability to move once you hit (that may force your enemy to move and to trigger the Booming Blade extra damage). The second and third work synergistically together are PAM and Crusher. Crusher is nice because it's forced movement feature can trigger the spirit guardian and booming blade damage on your turn for an enemy, and Pam for the reaction attack and bonus action you can use every turn. Note: Warcaster is nice to use the reaction OA from PAM for Bbooming Blade and is a good option, the reliable damage from crusher to trigger your Booming Blade and Spirit Guardian damage imho is far better.
In Terms of combat your first round always starts Bonus Action: Bladesong, and Action: upcast Spirit Guardians with your highest spell slot. Followed by moving at 50' into the closest cluster of enemies you can reach. Round 2 and after you are laying into the enemy ranks with some decent melee damage and doing a LOT of AoE damage. This is one of the better builds I've ever run.
Enjoy
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