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Bladesinger wizard -Training in war, Song of Defense, Victory, Bladesong

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Bladesinger wizard Arcane tradition new rule

The Bladesinger wizard is a class in print before, back in WOTC’s Sword Coast Adventurer’s Guide. However, given that much of TCoE is all about giving creative freedom to the player. The new rules designers at the helm of D&D have opted to make a few adjustments to this martial wizard tradition. The first and most apparent change to the Arcane Tradition is removing the Elf race requirement for choosing the subclass to start.

Bladesinger wizard Arcane tradition new rule

When you choose this Arcane Tradition in the 2nd level, the first feature is Training in War and Song. You obtain proficiency with light armor, and you gain proficiency with one kind of one-handed melee weapon. You also gain proficiency in the Performance skill in case you don’t already have it.

Bladesong comes in as the life of this subclass in the 2nd level. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It finishes early if you are incapacitated, should you don medium or heavy armor or a shield, or when you use two hands to produce an attack with a weapon. You might even dismiss the Bladesong anytime (no action required).

Advantages of Bladesong

Bladesinger 5e Warlock guide: Unearthed Arcana

While your Bladesong is active, you get the following advantages:

  1. You get a bonus to your AC equal to your Intelligence modifier (minimum of +1)
  2. Your walking rate increases by 10 feet.
  3. You gain a bonus to any Constitution saving throw you make to keep your focus on a spell. The bonus equals your Intelligence modifier (minimum of +1).
  4. It’s possible to use this attribute a variety of times equal to a proficiency incentive. You regain all expended uses of it once you finish a long rest.

Extra Attack comes slightly later to your Bladesinger than it will for other martial classes, at 6th level instead of 5th.

Even though your Bladesong is busy, suppose you take damage. You can use your reaction to expend one spell slot and reduce that harm to you personally by an amount equal to 5 times the spell slot’s degree.

The final feature rounds from the Bladesinger tradition at the 14th level. It lets you add your Intelligence modifier to your melee weapon strikes’ damage while your Bladesong is active.

Advantages of Bladesong

Bladesinger wizard 5e

If you like Bladesinger wizard and might love to see more, it’s better to visit the D&D website to learn more. Bladesingers master a custom of wizardry that integrates swordplay and dancing. Created by elves, this convention was embraced by non-elf practitioners, who honor and enlarge on the elven ways.

In combat, a bladesinger uses a series of complicated, elegant maneuvers that fend off injury and allow the bladesinger to channel magical into devastating strikes and an adorable defense. Many who have observed a bladesinger in the office recall the display among the more beautiful experiences in their lifetime, a glorious dance accompanied by a singing blade.

Training in War and Song

When you adopt this tradition in the 2nd level, you gain proficiency with light armor. You also gain proficiency with a single type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill in case you don’t already have it.

Bladesong

Starting at the 2nd level, you can invoke elven magic known as the Bladesong, assuming you are not wearing medium or heavy armor or using a shield. It frees you with supernatural speed, agility, and attention.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or when you use two hands to attack with a weapon. You might even dismiss the Bladesong anytime (no action required).

While your Bladesong is busy, you get the following advantages:

You’ve got the edge on Dexterity (Acrobatics) checks.

You get a bonus to any Constitution saving throw you make to maintain your focus on a charm. The bonus equals your Intelligence modifier (minimum of +1).

You can use this attribute several times equal to your proficiency bonus. You regain all expended uses of it once you finish a very long break.

Extra Attack

Starting at 6th level, you may strike twice, rather than once, if you choose the Attack action on your turn. Besides, you can throw one of your cantrips set up of one of these strikes.

Song of Defense

Starting at the 10th level, you may guide your magic to consume damage while your Bladesong is busy. If you take damage, you can use your reaction to expend one spell slot and reduce that harm to you personally by an amount equal to five times the spell slot’s level.

Song of Victory

Beginning at the 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon strikes while your Bladesong remains active.

Creating a Bladesinger Wizard in 5e

Bladesingers’ most crucial focus is their Intelligence. Still, whether stronger, heavier blades or quick, lighter blades are better is intensely debated.

Bladesinger wizard -Training in war, Song of Defense, Victory, Bladesong
Bladesinger wizard -Training in war, Song of Defense, Victory, Bladesong

Heavy Blade Style

You fancy a large sword in hand to separate efficiently through foes.

Ability Scores: Intelligence, Strength Feats: Bastard Sword Proficiency Equipment: Cloth Armor, a Longsword, and an Adventurer’s Kit

Heavy Blade Style Hallmarks:

Gain proficiency in Martial Heavy Blades and gain proficiency with them as implements. You join your Str mod (Str mod + 2 at 11th level, Str mod + 4 at 21st level) to arcane damage rolls.

Light Blade Style

You relinquish raw power in favor of precise strikes.

Ability Scores: Intelligence, Dexterity Feats: Unarmored AgilityEquipment: Cloth Armor, a Rapier, and an Adventurer’s Kit

Light Blade Style Hallmarks:

Gain proficiency in Martial Light Blades and achieve proficiency with them as devices. You combine your Dex mod (Dex mod + 2 at 11th level, Dex mod + 4 at 21st level) to arcane damage rolls.+1 to Fort.

 

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