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@@eleishar18 absolutely. To be fair though, I wouldn’t be using cme at my table (and I think a lot of others wouldn’t either, at least not without some Homebrew nerfing), so needing a ba for both Bladesong and our spell doesn’t get much from Action Surge :(
i love that now that Eldritch Knight and Bladesinger are now mechanically extremely similar, it now depends on whether or not you wanna lean more towards martial or lean towards spell casting
@@DnDDeepDivedearest, I wanted to challenge you: create the character who can grab as many people as possible at the same time and then exploit the "growth of thorns" spell obviously a thri-kreen or a simic hybrid with grappling appendages, the 2024 monk class with the astral self path subclass for the extra astral arms
best class, best subclass. Solving practical problems with impractical solutions. ngl, kinda unfortunate to do this before they officially re-add the magic swords like SB and BB, but may as well. (They will def add them back in another book, need to have something for people to buy)
Shadow Blade maybe, but I think BB/GFB were intentionally left out/replaced by True Strike- they just scale too hard if you have ways to use them as a gish/martial. If they are added I expect less scaling on the front end and slightly more scaling on the secondary effect.
@@mjp121 I truly hope they do get brought back. They function differently enough from true strike so they could be. I don’t think they were that good for martial though. Most that would want it (paladin and fighter and barb, for example) give up their extra attack. Combined with the first and secondary effect damage in the late game, it may seem worth it, but you will prob have a good magic sword by then to promote extra attack
I really like your blending between 2014 and 2024 rules. It feels very clunky to me rn, so watching you build a 2014 bladesinger using 2024 is helping smooth that out.
Currently playing your dual wield Bladesinger shadow blade build and absolutely loving it. We won't be playing new 2024 rules until we start another campaign
I’d love a video where you and Chris explain the logic behind the True Strike/Nick attack ruling! The way I read it, Bladesinger extra attack makes True Strike part of its attack action, and all Nick needs is an attack with a light weapon that is part of the attack action, so I don’t see why they wouldn’t work together RAW
This. Attack with a shillelagh’d club. do the true strike scimitar. Nick scimitar bc you attacked with a light weapon and took the attack action (specifically, your club attack). Done. With that said, if you have booming blade available, shortsword plus scimitar can get you absurd amounts of advantage, four attacks per round at level 7 with dual wielder, and then at level 8 (Ftr1/Wiz7)…Conjure Minor Elementals. RIP, enemies.
I will also add that the combination below (which is not anything esoteric), might also be peak damage on an eldritch knight, and while CME only comes online super late, you have things like Hex and Spirit Shroud in the meanwhile
In the campaign I am running now, a powerful Elven Bladesinger taught the bladesong to a mortal he was in love with. This was forbidden, and his Moonsword shattered into 9 pieces at the breaking of his oath to protect Elven knowledge. Currently a bladesinger/gunslinger PC in my game, who is a descendant of the oathbreaker, is trying to reassemble the blade. The Oathbreaker became The King in Shadow, a rival to the Raven Queen and current ruler of the Shadowfell. The Moonsword's hold the spirits of their prior wielders. It takes 9 spirits to complete a moonblade and each spirit adds a different power. The Oathbreaker was meant to be the final spirit to complete his blade, but if the PC dies while wielding it, that will also complete the blade since he is also of the Korthys bloodline. The KIng in Shadow plans to kill the PC once he gains the last piece of the blade, and place the pieces somewhere out of the reach of his enemies forever. However, even with his additional powers as the King in Shadow, the blade would allow the PC to kill him.
I feel like I have to argue for the sake of true strike triggering the nick property. RAW, most weapon masteries trigger “when you hit a creature with this weapon”. It does not specify you need to be making a weapon attack. It does not even specify you need to be taking the attack action. You just need to hit the creature and do damage. The nick property lets you take the extra attack granted by the light weapon property. The light weapon property specifies you need to take the attack action, and attack with a light weapon. With the multi attack used in bladesinger/valor bard/eldritch knight, you replace an attack of the attack action with a cantrip. We have thus already met criteria one of the nick property. We’re taking an attack action. The second criteria is we attack with a light weapon. The true strike cantrip states “you make one attack with the weapon used in the casting” so you are both “making an attack” and using a light weapon. Notably, you can’t do this outside of abilities that let you substitute an attack with a cantrip. So you can’t use true strike and then make a nick attack or bonus action attack because that’s using the magic action, not the attack action. But as long as that attack is made using a cantrip that has been triggered through an attack action, light and nick should apply.
I will comment this is also one reason I consider your bard suboptimal. A 2 level dip in warlock lets you get pact of tome and shillelagh as a warlock spell (yes, not pact of blade on a gish) and then agonizing blast on shillelagh for 2x cha per hit with shillelagh and 2x cha on true strike. 4 attacks with 2x cha, with 1d8+ on 3 attacks at level 9 is wild. Lvl 9 is a dip in fighter (conc check) or pally (if you take devotion subclass later you get +2xcha to hit on 3 hits/turn and get better spell level growth, and can use divine favor for 1d4/hit w/out conc.) this is multi classing madness but your damage goes astronomical.
The speakers on my laptop kinda suck and so every time you say 'bestiary' it sounds like you are saying 'beast cherry' .... i dont know why im telling you this its completely pointless, i thought it was kinda funny I guess
We're starting the Vecna module soon. Starting at 2 Lock, 6 Wizard (Bladesinger), Bard 2 (moving into glamour later). - Lock allows for Eldritch Blast with Agonizing and Repelling Blast as well as Pact of the Blade -Bladesinger allows second attack to be Eldritch Blasts. - Using a Whip with first ASI being Weapon Master feat to increase Dex to 14 (Prio on CHA over DEX due to pact of blade and agonizing blast) and get Weapon Mastery in order to Slow into eldritch blast push for some flavor battle field control. Honorable mention is Mind Sliver off the extra attack into Glamour Bard bonus action Command/Charm shenanigans Hex scales well here as it triggers Glamour, scales with Eldritch blast beams. Love your content!
@@CL-jq1xsIt was assuredly hard to design as there are so many synergies and paths for a Bladesinger with dips to take. For me the stat priority was CHA>INT>CON>DEX Vecna Hand of Ruin is designed to start at level 10. As such the table has been granted 1 rare magic item and 1 uncommon. Thusly 2 stats are covered if you choose headband of Int and Amulet of health. Now to not just be fully reliant on those to enable the build I decided to use the uncommon slot on headband and forgo the powerful Amulet of health. Backstory narratives support the Ability Score of 13 base INT but work with the idea of a Blade Singer Wizard. My thoughts on the rest without sharing the full AS assignment and feature pathways are a balance of power and diminishing returns. DEX - 14 likely in the end as the Lock dip allows for 3 Invocations and Pact allows us to use CHA for both the melee attack and the Eldritch blast cantrip. So Dex is relegated to AOE damage throws and AC. AC is augmented with Mage Armor (or studded) Bracers of Defense (chose over Amulet of health AND will use mage armor to enable), Bladesong and Shield (spell) . Initial AC level 10 is 21/26 (note you can forgo the flavor of the slow/push to grab a Defensive duelist to grab an AC bonus that doesn't use a spell slot) CHA 17 (end 20)- Priority, this is Bard and Lock Save DC, melee attack and Eldritch blast INT 13 (19 headband) - Augments our Concentration Saves, AC, Wizard spells. Depending on how we play I may allocate futures ASI/Feats to augment this and move away from headband but unlikely. Con 14 (end 16) - This is the fun one. HP, Con saves, Concentration. The AC AND the level 10 Class feature of the Bladesinger are extremely good at mitigating damage (ignoring the many defensive tools wizards have). Noting the final build has access to high level spells but nothing of that level (outside of upcasts) the spell slot conversion to mitigate large hits is nice. In addition blade singer augments Concentration and the lock dip could allow you to choose advantage on those. I do have a Resilient CON feature baked into the build to help with Con saves that aren't concentration. Absolutely love Theory crafting and definitely found the right channel. This build is a bit different to present as it's starting at 10 which kind of goes against the general gameplay. But as PHB 24 is designed to encompass endgame and we're seeing modules releasing as well, we can start putting more thought into it!w
I have never been a fan of playing gish characters (Love having them in my campaigns when I am the DM), but this one seems very fun to play. Your excitement is so contagious! I think I want to play one!
Not sure if you took this into account for the numbers, but theoretically, since the wording of Nick says you make the light weapon attack as part of the attack action, you could swing twice with Shadow Blade, Nick with the Scimitar, and still qualify for bonus action Shadow Blade.
My favorite way to build a bladesinger with the new 2024 rules is a two level dip into sorcerer since now thats all you need for metamagic to get quicken. Especially since sorcerers can now burn spell slots for points without action economy, allowing you to keep the quicken goodness going. Not only does this make it easier to spell sling or set up spells without taking turns off, you can also skip dual wielder and still attack with a bonus action by quickening a blade cantrip. Origin feats also help out with the rough ability score requirements, take Tough and go to a 12 in CON and that allows the 13 CHA while still having ok HP
Correct me if I'm wrong, but RAW familiars don't go after you, they role their own initiative. So they COULD role higher than you. Then you could grab Alert and then always swap with them if they go after.
@@SeanBoyce-gp Not according to the Find Familiar spell description: "Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal."
@@vKILLZ0NEv I mean, I was just saying a general situation. As a wizard, I would rather starting asap in combat, even if this means acting before my familiar, than swap my turn with my familiar to go after it, but also after the enemies. Control spells can win combats by their own.
You can make a dual wielding pact of the blade warlock with a club you cast Shillelagh on and any light weapon with vex as our pact weapon. I’ve played a little bit with that idea and really enjoy that you can actually choose some invocations for pure flavour instead of just picking the necessary ones as 2014 hexblade
As a bladesinger I took the magic initiate to get warlock stuff and used Eldritch blast with lv 6 extra attacks with spirit shroud so I could attack with 4 attacks (2 weapons and 2 beams) which is pretty fun too. I also have the illusionist braces that lets me do the cantrip twice so thats pretty awesome. :D Also you mentioned a flametongue sword and I giggled because I have that and also the frostbrand as my duelwielding weapons that I use.
I love Jason Mraz (and even own a few albums that I never use because of Spotify). Don't let Bucky dissuade you, Colby! Sing the (blade)song in your heart!
I wish you had changed the way you calculate these to average the first five rounds of combat. would solve these setup issues you always seem to run into.
Or more realistically, since combats are 4 rounds or fewer in the real world, averaging the first 4 rounds of combat But naw, Colby plays at tables where players get extra rounds before round 1 and such, and he makes alot of assumptions on all of his builds, so the tier rankings still work well to compare builds to eachother, unless of course you care about overall power of characters I think I would probably do builds and look at all 20 levels, weight levels 5-16 more highly, and then look at offense scores, both single target and AOE burst, and single target sustained, Rounds to die, But also, he assumes advantage alot of the time, I would work out different rates of advantage, and then estimate an "advantage rate", basically how often can they give themselves or others advantage I would also assume an average 60% hit rate at all levels, PHB only, no custom backgrounds, that if RTD is less than 4 then you gain a sort of percentage penalty to your final sustained damage rating Also, because I am weird like that, for the first 48 builds, I would assume no multiclassing, one for each subclass This would let me collate some data on the baselines that I'm working with, to help evaluate the relative power levels of different builds I also assume 4 combats per long rest with 1 short rest in between, again, each 4 rounds long. Also, to work out resource drain optimally, Spell slots are a big problem, so I would probably work out the power level for a caster if they have their primary slot available, then secondary, then tertiary, and instead of rounds to die, they would have rounds to distraction, where they get Incapacitated or otherwise lose concentration, and that gives a penalty to concentration spells, which goes under sustained damage or sustained control Basically you can make this as complex or as simple as you like
Just had session zero for our new campaign. I’m going with a circle shepherd druid. I usually only play CHA classes so I’m going outside my comfort to expand my horizons. Using the new 2024 rules!
As I'd rule conjure minor elementals, till it's revised, you either cannot upcast it, or upcasting it will increase it's damage in accordance to other more balanced spells scaling, like Shadow Blade's for example.
The original concept of the bladesinger in other editions is still very charming. It was a fighting style that could be learned by any fighter, but which was especially deadly for those who made it their life. The latter implied precisely combining magic and weapon, trusting the magic web to flow with her, using weapon in one hand and magic in the other. I like this idea better than a special spell that can be activated a few times a day. Mechanically, in 5e they could create bladesong fight style (something like +1 in melee attack or AC until the beginning of your next turn as long as you don't use a shield), create the "combat savant" feature for The Bladesinging Wizard where the character gains mastery and proficiency in a weapon, light armor, performance and The fighting style. BaladeSong subclass feature could grant additional benefits while using the combat style when holding a weapon in one hand with no weapon in the other (preventing dual wielding and two-handed weapons, but allowing holding focus or other items). Among them could be: - add int bonus in const saving for concentration, d20 tests against disarm and Char(performance); - Above +1 melee atck bonus, can use int bonus for attack and weapon damage (builds using longswords would once again be viable, and Elven Chain could have its use justified for non-dex builds) and The +1 can apply to spellattacks too. - use int bonus instead of +1 when choosing AC bonuses (plenty of AC, but remember that because you are a wizard you have very few HP). The tenth level feature would be an extra depending on where the +1 bonus is. If attack, the weapon can deal force damage. If on AC, the target can use Its reaction like Song of Defense. The last feature could be The same of valor bard. Dez builds would be similar, but non dez builds could be possible
Honestly I would just homebrew Conjure Minor Elementals Upcasting to work exaclty like the upcasting from Spirit Shroud: "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for every two slot levels above 4th. So nothing at lvl 5, 3d8 in total at lvl.6, 4d8 at lvl.8. Easy peasy, balanced (the way it should have been)
Something not mentioned- Haste no longer specifies “One weapon attack only” and now just says “One attack only”- by my reading the way this interacts with Blade Singer lets you replace this with a Cantrip- an extra BB/GFB/TS every round might be worth sacrificing round 1 (before the specification of “weapon attack” was less general than Extra Attack replacing an attack- that you Could make a weapon attack with BB/GFB wasn’t relevant because casting a cantrip instead of a weapon attack was already forbidden)
If you couldnt use the elementals spell, you could go 7-8 levels in ek, as the new ek ability allows two cantrips in the action when combined with valor bard or bladesinger. I doubt it would be close to the same damage, but it could be an alternate.
16:50 rules say: 1) "When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack"... ..."as part of the Attack action."... ..."That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative." 2) "You can attack twice instead of once whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks." 3) "you make one attack with the weapon used in the spell's casting" So, at level 6 BS, if you take the attack action and replace one of the attacks by True Strike using Scimitar(verbatim): "*you take the Attack action on your turn*" and "(you make one) *attack with the [Light] weapon* (used in the spell's casting)", which are the two conditions for Nick. It looks to me it is Rule as Written, though might not be Rules as Intended.
Don't think this works. Bladesinger and valor bard can only replace "one of those attacks" granted by the Extra Attack feature. The nick mastery bonus attack is not one such attack and thus cannot be replaced. EK thou doesn't have "one of THOSE attack" as restrictions. War Magic does have that wording, but it doesn't reference ones granted by Extra Attack, only "[w]hen you take the Attack action on your turn, you can replace one of the attacks". So Nick mastery extra attack made as part of the attack action would qualify.
Ignore the cantrip for a while and look how the rules work in their base form: Extra Attack Feature, Shortsword (Light,Vex), Scimitar(Light,Nick) - When you take the attack action, you can make 2 weapon atacks, with whatever weapon you like. Preferably Shortsword, to gain advantage on the second attack, due to the vex property. - Since you made an attack with the attack action and a light weapon, you are now entitled to use a different light weapon, to make a bonus action attack. - The Nick property now allows you to make that bonus action attack as part of your attack action instead, leaving your bonus action free. This allows you to make 3 attacks as part of a single attack action. The second and third of which, would gain advantage, if the previous attack hit of course. Now we modify this setup: Shortsword -> Club(Slow) enables the use of Shillelagh(bonus action) Using a class that can substitute a cantrip for an attack. Would enable you to make - One attack with the club using your Spellcasting Modifier - A second attack with the club using SC-M or making a true strike with the scimitar using SC-M - A third attack using the nick property of the scimitar, using Str. or Dex. modifier instead IF you go for a warlock dip to get a pact weapon, you could however: - 2 Shillielagh attacks with the attack action using SC-Modifier (if you have extra attack) - 1 Nick Attack with your scimitar pact weapon, using SC-M(Cha only) - 1 Bonus action attack with your pact weapon or shillelagh, if you also have dual wielder That's 4 attacks using SC-M without the need for True Strike at all.
@randomnobody660 so, idea is, assuming lvl 6 bladesinger: Attack Action: Club attack (Shillelag), True Strike with Scimitar. True strike specifically says you make "one attack with the weapon". Since the Light property + Nick only requires (1) Attack Action and (2) a light weapon attack, we are fulfilling that with True Strike (explicitly an attack with the weapon) as part of Atack Action. Then we get an extra attack, which can not use the Scimitar.
@@Odisseia-hh2td No I get that you can trigger Light extra attack with true strike. The problem is Light extra attack costs BA unless you make it with a Nick weapon, which has to be the simitar. If you take the Light extra attack with the club then you miss out on the Dual Wielder BA attack. Here think about it this way instead. How do you get the Nick free extra attack to use your spellcasting modifier?
I’ve been working on an idea for a Sorcerer that uses Flame Blade and the new Sorc ability to always get advantage. Quicken Dissonant Whispers(from Aberrant or Magic Initiate) and Warcaster with True Strike. It looks okay at level 3-8, but it can’t quite keep up later. I’d love to see if you can come up with anything.
Bladesinger CANNOT replace a nick attack with a True Strike. "Starting at 6th level, 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." The word "those" makes it clear you can only give up one of the attacks granted by the extra attack feature. The Valour Bard is the same. Eldritch Knight has no such restriction and can give up the Nick attack to cast a cantrip.
@@apjapki very good point. I can see how they'd be discrete things. Not much you can do for your nick attack then is there, you just TWF with your bonus action for the club attack and truestrike with another light weapon (and if it's nick you can use it for a little extra damage when you use your bonus action for something else) If you have a club (Schillelagh) and another weapon, can you Club attack, extra attack with other weapon (true striking with it), then Bonus action attack with Club?
@@w4iphI think so, yes. I am working on the basis that you do get weapon mastery on True Strike and the club is a different weapon to the scimitar so it qualifies.
@@w4iph I'm not exactly sure if it works like that, but it might. When I think of the Extra Attack, I think that it is always made with the same weapon. But I'm not sure if it's actually true. If the Extra Attack has to be made with the same weapon as the first attack, then it doesn't work. But if you can freely swap weapons in the Extra Attack, then that could work, since the restriction for the Light Weapon attack only is that you have made an attack with a light weapon held in your other hand.
18:54 As for Scholar's skill options to get expertise in, I'd say in the campaigns I've played in, Knowledge skills (with an emphasis on Arcana) have come up more often than Investigation, especially beyond tier 1 play. Plus a Familiar can be argued to Help during an Investigation check, whereas a Knowledge check is... more dubious. But yeah, pick your preference.
Additionally for our pod we've played around with using Knowledge checks in combat for free once per enemy type - in essence mirroring recalling knowledge from your subconscious - instead of dawdling around for 6 seconds trying to wrack your brain if this creature has any weaknesses (mainly damage vulnerabilities) or strengths (mainly damage resistances) to look out for, which a Study Action would essentially be. If 5e was a lot slower in combat (aka not generally taking 3-5 rounds per encounter) it might not have been such an opportunity-cost to use an Action to Study the enemy and recall information - alas here we are and we've worked slightly around it. Since our pod's free combat check is not studying the creature, it is limited what the DM might provide on a success but it has made Knowledge skills a lot more useful and more sensible. Depending on the rarity of the creature the DC increases for more rare creatures. In addition if we fail the check, we may recall information that is wrong (as per the DM's discretion) - like identifying a ghoul as a wraith or apply some of the knowledge about a wraith to a ghoul, like its swarm of damage resistances. If used sparingly, it can add a bit of extra fun to encounters, either by downplaying a threat or exaggerating one.
So it's worth noting that your bladesong would only have INT # of uses per day per the new rules dividing ability score to classes and proficiency bonus to races/feats. So it would be beneficial to be SAD.
Personally, on the dual wielder BA attack, it would follow the order that you attacked with. So you club, scimitar, scimitar (nick), the BA attack would be the club.
True Strike literally says "make an attack with the weapon used in the spell's casting." so if you used a scimitar with the light property, you've fulfilled the requirement to make an attack with a weapon with the light property. Can't really get more clear cut than that.
Re: true strike as Nick extra attack. IMO it was a mistake to group eldritch knight with the others. I see why it doesn't work for bladesingers or 2024 valor bard, whose feature reads "you can cast one of your cantrips in place of one of THOSE attacks" and specifically references the 2 attacks instead of 1 when taking the attack action. However the same should clearly work for, say, eldritch knight, whose War Magic feature instead just lets you "replace one of the attacks with a casting of your wizard cantrip" "[w]hen you take the Attack action", not necessarily specifically the ones from extra attack. In this case, the Nick mastery extra attack made "as part of the Attack action" is clearly ONE of the attacks that's part of the attack action.
I guessed in advance that your aversion to Shillelagh would be the bonus action casting- for random encounters while traveling I agree with your assessment, which is a good reason not to over-invest, but in dungeons and other areas where my character reasonably is walking with weapons at the ready, I’m announcing to my DM that I am using a bonus action once per minute (trivial) to cast Shillelagh and to please roll a d10-1 to determine how many rounds remain. On a 3+ there’s a reasonable chance combat will end before the duration does, and anything except 0 and 1 my bonus action is Less valuable, though losing a Shadow Blade attack is sad yes.
I know it's all but certainly barking up the wrong tree with 5.24 out but man I would love to see more PF2e Builds from you some time soon. At this point I listen to these builds for you more than interest in DnD. Although, where DnD lacks a lot of balancing and DM QoL it does have lots of cool Player-facing tools for theorycrafting that helps keep these entertaining :)
Looking the "numbers" feels pretty good... however the assumption to get 2 set up rounds is complicated! On my campaign we have a Bladesinger, and he is more efficient in Boss/Long fights. I love bladesingers, but I think having 2 magic weapons, ignoring Shadowblade is normally a better strategy!
Bladesinger is always fun, but I don't think anything could top my love for Light Cleric. Would love to see you do a build video for it, although it kinda builds itself haha
id love to see a build utilizing spells like cloud of daggers or moonbeam where you grapple your targets and hold them there so they would take the damage twice a round I know you did something similar to this with your grappling bard build but sadly damage only procs once per turn now, so if we are talking about self reliance, you could hold them there and make them take the damage twice a turn while punching the hell out of them Stars druid for dragon form (to keep concentration against people smacking you while you hold them) + 1 monk dip for bonus action grapple / little more damage (praise the spreadsheet) love the videos
@@DnDDeepDive I think with something like dance bard you would be able to do it 3x a round, "if someone ends turn within 5ft of you (so turn already ended) u can move half your speed, this would mean u could make them re-enter the cloud of daggers (I think if im reading it correctly) 1) your turn u cast it on them 2) they end their turn 3) after they end their turn u use a reaction to drag them away and put them back thus it entering their square
Ok, intro just started, time to make my predictions: Firstly, with the new stow and draw weapons rules, I am going to assume that Warcaster is not needed to cast spells while dual wielding, if this assumption is not made, start with 15 (+1) CON and 15 INT take Warcaster at level 4, and push all other feats back 4 levels. Starting stats are: STR 8, DEX 15 (+2), CON 14, INT 15 (+1), WIS 10, CHA 8 Species is Goliath for 35 ft movement speed and Cloud's Jaunt to teleport pbtpd Background is Criminal for +2 Dex and +1 Int as well as the Alert origin feat Taking level 1 in fighter or rogue to get weapon masteries, I would, personally, lean toward fighter for the fighting style and get two weapon fighting, as well as for constitution saving throw proficiency. The weapon masteries taken will be Scimitar, Shortsword, and Rapier (this is for post level 5) level 2-7 are all in wizard taking Bladesinger as the subclass at wizard 3. At wizard 4, character 5, taking the Dual Wielder feat and bumping Dex to 18, giving us a 3rd attack, and allowing us to use a rapier instead of a shortsword for a nice lil +1 damage (lol) At wizard 6, we get our fancy extra attack that is no longer unique to our favorite class (thank you WotC, we needed this in more gish classes
I don't think the intent is you can draw/stow per (individual) attack, but rather per Attack action; i.e., one draw/stow (or two if you have Dual Wielder). I want an errata and/or Sage Ruling on this.
As I interpret the Nick weapon property, it allows for a rapid "follow-up" attack with your off-hand weapon that has the Nick property, without needing your bonus action to do so as you normally would with a non-Nick weapon. With the Nick weapon being considered a "follow-up" to your main attack, it cannot serve as the main attack itself. It seems that RAW, the purpose of the Nick property is to erase the bonus action requirement that is normally involved in two-weapon fighting with Light weapons. With this in mind, I believe casting True Strike would realistically only impact your main weapon attack as both this spell, and simply taking the "Attack Action" as normal, both involve using all (or part of) your "Action" whereas the Nick property simply allows for a "follow-up" that does not require any action or bonus action. If the goal is to make a Dual-Wielding Gish, I actually think Hexblade Warlock is far simpler than Bladesinger Wizard now. Shillelagh for the Wizard is great and all, but, as we're seeing here, it only affects one weapon, and realistically, True Strike cannot compensate for the other fully (Shadow Blade might be a different story though, but that requires concentration). But the combo of the new Pact of the Blade invocation and the Hex Warrior feature from Hexblade allows for two weapons to be used with your casting modifier, no spells or concentration or anything else needed, and Warlock now can match Fighter in terms of being able to attack 3 times per round. However, Warlock does have fewer spells and even fewer spell slots than Bladesinger, and doesn't have the unique Extra Attack feature of being able to substitute an attack for a cantrip. Come to think of it, perhaps the solution is 3 levels of Battle Smith Artificer, since they can use INT for weapon attacks so long as the weapons are magical, and if they aren't, Artificer can use infusions to make the weapons magical (and you also get a Steel Defender buddy as a bonus).
Ooh, i didn't think of Goliath with the hill giant topple ability. Also if use the "Large Form" ability and can get enlarge on the character. Do an extra 2d4 damage per hit coz you go from medium to huge. I like the idea now of popping around the battlefield with Goliath Echoknight toppling everyone with my maul and pounding into ground.
I’m wondering if there’s a reason WotC left Conjure Minor Elementals so powerful. They’ve mentioned before that they were trying to fix the CRs in the Monster Manual. Maybe giving people more powerful spells was a way to balance having a greater number of stronger monsters?
There is NO real problem with Familiar's Help on the first attack. Familiar should take READY action (not Help action). The Ready action is to use Help action and the trigger is "when my master is about to attack a creature, then I Help". This way the wizard is always getting advantage on the first attack.
The problem there is that your familiar, if not invisible, is just hanging out by the enemy. You can ready action or movement, not both. “Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.” So just hanging your familiar out by the enemies is a good way to lose it round 1
Morrigan from Darkstalkers: “Shadow Blade! Shadow Blade!” More seriously, if Colby is going to split/fork builds anyway, how about he do one ‘Raw DM’ version that disallows everything that is controversial, to compare to a ‘Chill DM’ who allows mostly everything (and probably just home brews monsters to compensate)?
Hey Colby! Amazing Bladesinger build as always! I LOVE THESE SO MUCH! What do you think about a Smallsized character using the new Lance with GWM+Dueling? Ranger or Artificer, who do you think will do more damage?
A Thief/Warlock can theoretically cast two EBs each round. It's a hungry thing because he's going to need scrolls to cast it a second time as a Bonus Action.
There is one slight problem with the build: you won't be able to cast spells that have somatic component (reminder: Shield has V, S components). War Caster is a must and has to be taken at the earliest opportunity if you want to dual wield.
Thankfully, we can draw or stow a weapon as part of an attack we make, so it shouldn't be too much of a problem to make an attack, stow our off hand so it can be free between turns, then draw it when needed next round. Rinse/repeat.
@@DnDDeepDive Yes, you can draw or stow but not both, unless you take the utilize action. The Dual Wielder feat allows you to either draw or stow both weapons but it doesn't allow to draw and stow the same weapon in the same turn. So every second turn you would have to stow the shadow blade and although RAW stowing it doesn't make it dissipate, only throwing or dropping it, something tells me that RAI it should as I believe the intention was that if you are not holding it at the end of your turn, it dissipates, which means that in the next round you lose the bonus action as it is spent on making the shadow blade reappear. I don't know...but I'm not comfortable with the by the letter interpretation of RAW and would take War Caster over Dual Wielder.
@@flyxan1041 You would stow one weapon after the last attack of your turn. Then on your next turn you would attack with whatever weapon was in your hand and draw your second. Remember, the weapon you draw/stow does not need to be the one you are attacking with. IE You could attack with the shadow blade while drawing your scimitar. This would allow you to again stow your scimitar after the last attack of your turn.
Since I dont play dnd, only bg3 I pretty much only listening to your Videos, because of you and your Voice! Spoiler: But when I heard my Favorite DnD Word: Shillelagh!!! I started listening and concentrating on on the Video... and now I am disappointed... I need a Shillelagh build!
16:26 - it does. You are choosing "Attack Action" to make two WEAPON ATTACKS, but one of them is used to ATTACK with WEAPON that has Light and Nick property and casting a cantrip. I can see unclear rules due to Nick having stupid description, like you do not even need to attack with one, just to hold it... but weapon loosing weapon properties after cantrip being casted is literally a homebrew rule. It is not RAW, and 99% not RAI.
@@Kivuhl You do not make an attack action. Look it up. Not all weapon attacks are "attack actions". True Strike is a Magic Action. The only way to cast spells is with a Magic Action. Spells that include weapon attacks are not exceptions. The attacks using those spells happen during a Magic Action.
Here's a question. Since Shadow Blade is explicitly summoning a simple weapon, wouldn't that mean it has the Mastery Property of that simple weapon? JC has even emphasized this aspect of how the Shadow Blade spell works.
@@DnDDeepDive The SB spell does specify "sword" so the only thing it could really be is a dagger, as there is no other simple weapon that could be considered a sword. And since all daggers have the Nick property your shadow blade does too. Another interpretation is that it could be any "sword" weapon (ie shortsword or longsword) but is considered a simple weapon instead of a martial weapon. Since "sword" is not defined in the rules, what weapon it takes the shape of would be entirely up to the DM, but all weapons DO have Mastery properties, so regardless of the shape it will have a Mastery property. The property of whatever shape it takes.
I don't know. Like Colby said, if it's updated it also would be changed. I like Bladesinger and Scribe just as they are. Those and War Magic are expanded rules and not considered "legacy"
@@Bacon_and_Busch I think Bladesong could let you use int instead of str or dex for your attacks. I think scribes wizards should be able to switch a prepared spells during short rests. It doesn't matter for me. with the new bards and sorcerers, I don't see the mileage in playing wizards anymore. Between the summons and magic jars and planar bindings and simulacrums, many of the wizard only spells aren't very table friendly anyways. Find an npc wizard to be a ritual monkey and you don't really need a wizard anymore.
Here we go again. Light weapon attack gives you an extra attack. Nick let's you use that extra attack without expending a bonus action. Dual wielder let's you use bigger weapons if you do use a bonus action. Nick very specifically says you only get one extra attack from the initial light weapon attack per turn. It's one or the other, not both.
@KaelinGoff it's just so clear though. It's not 2 seperate rules. It's light weapon attack gives you an off hand attack. Period. Light weapon no dual wielder: attack with light weapon get a light weapon off hand attack as bonus action. Light weapon with dual wielder: attack with light weapon get an off hand attack with any non 2 hand weapon as a bonus action. Nick: if you make your offhand attack with a nick weapon, you don't expend bonus action, you still only get one off hand attack. Nick rule specifically says you only get the extra attack (what I call an off hand to try to be clearer) one time per round. The reason the light weapon rule is basically repeated in the dual wielder rule is because it has to be. If dual wielder only said "you get a bonus action with a non two hander" it opens another while can of worms. It HAS TO say when you attack with a light weapon, yada yada.
@@johnlines9864 Yeah, WorC definitely added a feat which lets you use d8 weapon as a BA instead of a d6 for a single attack only /s. That sounds logical.
@Cirdan345 so you're problem is my explanation is a feat that gives you one average extra damage, extra sheath/stowe weapon as opposed to things like archery, thrown weapon, dueling that give exactly 2 damage? I'm wrong because I think the unbalanced juggling act people are suggesting be performed in melee combat to get potentially 8+ extra damage from a feat makes less sense than comparing it to feats that give at most 2 extra damage.
my question doesn t have any tangency with this video but i need to ask if i have a monk with both tavern brawler, that lets me push and deal damage and grappler which lets me grapple and deal damage and i simultaneously activate them when i deal damage if my grapple is succesful can i also move myself with the target? also open hand monk gets 15 feet push on every flurry of blows attack and what does away mean can i give myself a flying speed if up means away from me? ngl kinda good for monks since slow fall exists
Maybe after all of these d4 videos WotC might actually realize that their decision with the Nick mastery was a mistake. Here’s why: 1. You can’t have a good Dual wielding Melee Character unless you use Nick. No Dual axes for you! 2. You can’t Dual wield two weapons that have Nick because the second weapon is redundant. No Dual Scimitars for you! You know that picture of the Barbarian holding two hand axes in the 2024 PHB? If you try to have a Character like that, you’re putting yourself at a significant disadvantage. This is the problem. Nick is so powerful but so exclusive that the player becomes limited in what Build they can use to both be optimal and fulfill their chosen fantasy. At my table, every Light Weapon will have Nick and no other masteries. That’s the only way I can see to solve this issue. That’s the only way to fix WotC’s short sighted design. Getting tired of seeing every optimal Dual wielding Build use a Scimitar and a Short Sword
It would be amazing if you made Rune knight with 2024 rules. I have in mind a concept of Moradins Faithful. Dwarven rune knight (with magic iniciate wizard for blade ward and shield spell) mixed with forge cleric to get spirit guardians like you did with your bugbear rune knight. I know it sub optimal compare to divine soul sorcerer but flavour :). Also rune knight PaM Sentinel with weapon masteries sound amazing, especially with the poitions of growth you mentioned in this video from party member wizard
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Going Fighter 2 would let You cast CME, activate Bladesong, and start attacking in the 1st turn.
Slightly less dmg, but minimized ramp up.
@@eleishar18 absolutely. To be fair though, I wouldn’t be using cme at my table (and I think a lot of others wouldn’t either, at least not without some Homebrew nerfing), so needing a ba for both Bladesong and our spell doesn’t get much from Action Surge :(
@@DnDDeepDive True, You'd need DM to allow using normal action in place of bonus action to make it work on Round 1.
i love that now that Eldritch Knight and Bladesinger are now mechanically extremely similar, it now depends on whether or not you wanna lean more towards martial or lean towards spell casting
The 2024 Bladesinger! D&D Ep #185
Level 01 (see above) [fighter 1, fighting-style, weapon-masters species & background]
Level 02 (see above) [wizard 1]
Level 03 (@18:54) [wizard 2 & scholar]
Level 04 (@19:42) [wizard 3 & subclass]
Level 05 (@25:46) [wizard 4 & feat]
Level 06 (@29:20) [wizard 5 & memorize spell]
Level 07 (see above) [wizard 6]
Level 08 (@37:23) [wizard 7]
Level 09 (@39:44) [wizard 8 & feat]
Level 10 (see above) [wizard 9]
Level 11 (@42:58) [wizard 10]
Level 12 (@43:22) [wizard 11]
Level 13 (@45:36) [wizard 12 & feat]
Level 14 (see above) [wizard 13]
Level 15 (@48:54) [wizard 14]
Level 16 (@49:17) [wizard 15]
Level 17 (@49:52) [wizard 16 & feat]
Thanks for this!
Classic Colby. What is this, Bladesinger #6???
Hm... that feels low ;)
I will never judge a man's love for their favorite meal
@@nm2358 BASED
@DnDDeepDive I think it's rather high like that Tier score 😂 Never stop being you Colby, never stop.
@@DnDDeepDivedearest, I wanted to challenge you: create the character who can grab as many people as possible at the same time and then exploit the "growth of thorns" spell obviously a thri-kreen or a simic hybrid with grappling appendages, the 2024 monk class with the astral self path subclass for the extra astral arms
best class, best subclass. Solving practical problems with impractical solutions. ngl, kinda unfortunate to do this before they officially re-add the magic swords like SB and BB, but may as well. (They will def add them back in another book, need to have something for people to buy)
SB? Is that different than GFB?
Shadow Blade. Never mind, I'm not entirely awake yet.
Shadow Blade maybe, but I think BB/GFB were intentionally left out/replaced by True Strike- they just scale too hard if you have ways to use them as a gish/martial.
If they are added I expect less scaling on the front end and slightly more scaling on the secondary effect.
@@mjp121 I truly hope they do get brought back. They function differently enough from true strike so they could be. I don’t think they were that good for martial though. Most that would want it (paladin and fighter and barb, for example) give up their extra attack. Combined with the first and secondary effect damage in the late game, it may seem worth it, but you will prob have a good magic sword by then to promote extra attack
It's not like they're not legal to use. SCAG content is just as usuable as it was before. Strictly 2024 PHB is just like playing 2014 PHB only.
I really like your blending between 2014 and 2024 rules. It feels very clunky to me rn, so watching you build a 2014 bladesinger using 2024 is helping smooth that out.
I prefer the 2014 Shadar Kai or Tabaxi and the 2024 classes so I blend them
Came for the build, stayed for the black cat.
Love seeing the mixing of '14 and' 24... Good stuff.
Currently playing your dual wield Bladesinger shadow blade build and absolutely loving it. We won't be playing new 2024 rules until we start another campaign
Proud of you for waiting a bit before doing a bladesinger wizard. Thumbs up.
EDIT: LMAO the Rick Roll!!! 😂😂😂😂
I’d love a video where you and Chris explain the logic behind the True Strike/Nick attack ruling! The way I read it, Bladesinger extra attack makes True Strike part of its attack action, and all Nick needs is an attack with a light weapon that is part of the attack action, so I don’t see why they wouldn’t work together RAW
This. Attack with a shillelagh’d club. do the true strike scimitar. Nick scimitar bc you attacked with a light weapon and took the attack action (specifically, your club attack). Done. With that said, if you have booming blade available, shortsword plus scimitar can get you absurd amounts of advantage, four attacks per round at level 7 with dual wielder, and then at level 8 (Ftr1/Wiz7)…Conjure Minor Elementals. RIP, enemies.
I will also add that the combination below (which is not anything esoteric), might also be peak damage on an eldritch knight, and while CME only comes online super late, you have things like Hex and Spirit Shroud in the meanwhile
I would have stopped watching had you went the Conjure Minor Elementals route only. LOL. I can't justify using the spell after seeing the math before.
Once more the blade sings of victory!
And as is tradition for me, I await the Berzerker build! Thanks for all you do Kolby!
Remember when Bladesingers were Elves?
Pepperige farm remembers
In the campaign I am running now, a powerful Elven Bladesinger taught the bladesong to a mortal he was in love with. This was forbidden, and his Moonsword shattered into 9 pieces at the breaking of his oath to protect Elven knowledge. Currently a bladesinger/gunslinger PC in my game, who is a descendant of the oathbreaker, is trying to reassemble the blade. The Oathbreaker became The King in Shadow, a rival to the Raven Queen and current ruler of the Shadowfell. The Moonsword's hold the spirits of their prior wielders. It takes 9 spirits to complete a moonblade and each spirit adds a different power. The Oathbreaker was meant to be the final spirit to complete his blade, but if the PC dies while wielding it, that will also complete the blade since he is also of the Korthys bloodline. The KIng in Shadow plans to kill the PC once he gains the last piece of the blade, and place the pieces somewhere out of the reach of his enemies forever. However, even with his additional powers as the King in Shadow, the blade would allow the PC to kill him.
yup
Yay ! Been waiting for the 2024 Bladesinger build ever since the 2024 books were announced !! Thanks, you did not disappoint 🙂
I feel like I have to argue for the sake of true strike triggering the nick property. RAW, most weapon masteries trigger “when you hit a creature with this weapon”. It does not specify you need to be making a weapon attack. It does not even specify you need to be taking the attack action. You just need to hit the creature and do damage. The nick property lets you take the extra attack granted by the light weapon property. The light weapon property specifies you need to take the attack action, and attack with a light weapon.
With the multi attack used in bladesinger/valor bard/eldritch knight, you replace an attack of the attack action with a cantrip.
We have thus already met criteria one of the nick property. We’re taking an attack action. The second criteria is we attack with a light weapon. The true strike cantrip states “you make one attack with the weapon used in the casting” so you are both “making an attack” and using a light weapon.
Notably, you can’t do this outside of abilities that let you substitute an attack with a cantrip. So you can’t use true strike and then make a nick attack or bonus action attack because that’s using the magic action, not the attack action. But as long as that attack is made using a cantrip that has been triggered through an attack action, light and nick should apply.
I will comment this is also one reason I consider your bard suboptimal. A 2 level dip in warlock lets you get pact of tome and shillelagh as a warlock spell (yes, not pact of blade on a gish) and then agonizing blast on shillelagh for 2x cha per hit with shillelagh and 2x cha on true strike.
4 attacks with 2x cha, with 1d8+ on 3 attacks at level 9 is wild. Lvl 9 is a dip in fighter (conc check) or pally (if you take devotion subclass later you get +2xcha to hit on 3 hits/turn and get better spell level growth, and can use divine favor for 1d4/hit w/out conc.) this is multi classing madness but your damage goes astronomical.
The speakers on my laptop kinda suck and so every time you say 'bestiary' it sounds like you are saying 'beast cherry' .... i dont know why im telling you this its completely pointless, i thought it was kinda funny I guess
We're starting the Vecna module soon. Starting at 2 Lock, 6 Wizard (Bladesinger), Bard 2 (moving into glamour later).
- Lock allows for Eldritch Blast with Agonizing and Repelling Blast as well as Pact of the Blade
-Bladesinger allows second attack to be Eldritch Blasts.
- Using a Whip with first ASI being Weapon Master feat to increase Dex to 14 (Prio on CHA over DEX due to pact of blade and agonizing blast) and get Weapon Mastery in order to Slow into eldritch blast push for some flavor battle field control.
Honorable mention is Mind Sliver off the extra attack into Glamour Bard bonus action Command/Charm shenanigans
Hex scales well here as it triggers Glamour, scales with Eldritch blast beams.
Love your content!
seems very MAD though. You need Int,Dex,Cha & Con.
@@CL-jq1xsIt was assuredly hard to design as there are so many synergies and paths for a Bladesinger with dips to take.
For me the stat priority was CHA>INT>CON>DEX
Vecna Hand of Ruin is designed to start at level 10. As such the table has been granted 1 rare magic item and 1 uncommon. Thusly 2 stats are covered if you choose headband of Int and Amulet of health. Now to not just be fully reliant on those to enable the build I decided to use the uncommon slot on headband and forgo the powerful Amulet of health. Backstory narratives support the Ability Score of 13 base INT but work with the idea of a Blade Singer Wizard.
My thoughts on the rest without sharing the full AS assignment and feature pathways are a balance of power and diminishing returns.
DEX - 14 likely in the end as the Lock dip allows for 3 Invocations and Pact allows us to use CHA for both the melee attack and the Eldritch blast cantrip. So Dex is relegated to AOE damage throws and AC. AC is augmented with Mage Armor (or studded) Bracers of Defense (chose over Amulet of health AND will use mage armor to enable), Bladesong and Shield (spell) . Initial AC level 10 is 21/26 (note you can forgo the flavor of the slow/push to grab a Defensive duelist to grab an AC bonus that doesn't use a spell slot)
CHA 17 (end 20)- Priority, this is Bard and Lock Save DC, melee attack and Eldritch blast
INT 13 (19 headband) - Augments our Concentration Saves, AC, Wizard spells. Depending on how we play I may allocate futures ASI/Feats to augment this and move away from headband but unlikely.
Con 14 (end 16) - This is the fun one. HP, Con saves, Concentration. The AC AND the level 10 Class feature of the Bladesinger are extremely good at mitigating damage (ignoring the many defensive tools wizards have). Noting the final build has access to high level spells but nothing of that level (outside of upcasts) the spell slot conversion to mitigate large hits is nice. In addition blade singer augments Concentration and the lock dip could allow you to choose advantage on those. I do have a Resilient CON feature baked into the build to help with Con saves that aren't concentration.
Absolutely love Theory crafting and definitely found the right channel. This build is a bit different to present as it's starting at 10 which kind of goes against the general gameplay. But as PHB 24 is designed to encompass endgame and we're seeing modules releasing as well, we can start putting more thought into it!w
I have never been a fan of playing gish characters (Love having them in my campaigns when I am the DM), but this one seems very fun to play. Your excitement is so contagious! I think I want to play one!
Not sure if you took this into account for the numbers, but theoretically, since the wording of Nick says you make the light weapon attack as part of the attack action, you could swing twice with Shadow Blade, Nick with the Scimitar, and still qualify for bonus action Shadow Blade.
My favorite way to build a bladesinger with the new 2024 rules is a two level dip into sorcerer since now thats all you need for metamagic to get quicken. Especially since sorcerers can now burn spell slots for points without action economy, allowing you to keep the quicken goodness going. Not only does this make it easier to spell sling or set up spells without taking turns off, you can also skip dual wielder and still attack with a bonus action by quickening a blade cantrip.
Origin feats also help out with the rough ability score requirements, take Tough and go to a 12 in CON and that allows the 13 CHA while still having ok HP
Colby: A bunch of people asked me for a new bladesinger build… I swear!
Me/everyone: Did you really need any convincing to make another one 😏😂
Thanks Colby! ❤
Correct me if I'm wrong, but RAW familiars don't go after you, they role their own initiative. So they COULD role higher than you. Then you could grab Alert and then always swap with them if they go after.
I think They act on your turn now, immediately after you.
@@SeanBoyce-gp Not according to the Find Familiar spell description:
"Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal."
Funny thing about Alert + Find Familiar is having a virtual advantage in initiative, since you will roll two dice and take the highest score
@@WizardVolovik Assuming you would rather go before your familiar, thus giving up the Advantage on your first attack each turn.
@@vKILLZ0NEv I mean, I was just saying a general situation. As a wizard, I would rather starting asap in combat, even if this means acting before my familiar, than swap my turn with my familiar to go after it, but also after the enemies. Control spells can win combats by their own.
You can make a dual wielding pact of the blade warlock with a club you cast Shillelagh on and any light weapon with vex as our pact weapon.
I’ve played a little bit with that idea and really enjoy that you can actually choose some invocations for pure flavour instead of just picking the necessary ones as 2014 hexblade
The new 2024 Dual Wielding rules are so unclear especially when you bring the feat into the mix - I have no idea what you can or can't do.
As a bladesinger I took the magic initiate to get warlock stuff and used Eldritch blast with lv 6 extra attacks with spirit shroud so I could attack with 4 attacks (2 weapons and 2 beams) which is pretty fun too. I also have the illusionist braces that lets me do the cantrip twice so thats pretty awesome. :D Also you mentioned a flametongue sword and I giggled because I have that and also the frostbrand as my duelwielding weapons that I use.
I Just Love This Build,
It's Sooo Sick !!!!
I love Jason Mraz (and even own a few albums that I never use because of Spotify). Don't let Bucky dissuade you, Colby! Sing the (blade)song in your heart!
I wish you had changed the way you calculate these to average the first five rounds of combat. would solve these setup issues you always seem to run into.
Or more realistically, since combats are 4 rounds or fewer in the real world, averaging the first 4 rounds of combat
But naw, Colby plays at tables where players get extra rounds before round 1 and such, and he makes alot of assumptions on all of his builds, so the tier rankings still work well to compare builds to eachother, unless of course you care about overall power of characters
I think I would probably do builds and look at all 20 levels, weight levels 5-16 more highly, and then look at offense scores, both single target and AOE burst, and single target sustained, Rounds to die,
But also, he assumes advantage alot of the time, I would work out different rates of advantage, and then estimate an "advantage rate", basically how often can they give themselves or others advantage
I would also assume an average 60% hit rate at all levels, PHB only, no custom backgrounds, that if RTD is less than 4 then you gain a sort of percentage penalty to your final sustained damage rating
Also, because I am weird like that, for the first 48 builds, I would assume no multiclassing, one for each subclass
This would let me collate some data on the baselines that I'm working with, to help evaluate the relative power levels of different builds
I also assume 4 combats per long rest with 1 short rest in between, again, each 4 rounds long.
Also, to work out resource drain optimally, Spell slots are a big problem, so I would probably work out the power level for a caster if they have their primary slot available, then secondary, then tertiary, and instead of rounds to die, they would have rounds to distraction, where they get Incapacitated or otherwise lose concentration, and that gives a penalty to concentration spells, which goes under sustained damage or sustained control
Basically you can make this as complex or as simple as you like
This would have been amazing, it's a great solution
38:50 “Compared with No-Holds Bard” sounds an awful lot like a super-slippery College of Dance build in the future.
Just had session zero for our new campaign. I’m going with a circle shepherd druid. I usually only play CHA classes so I’m going outside my comfort to expand my horizons. Using the new 2024 rules!
Tasha's Cauldron lasts until you cast it again, just cast it on your off-adventure days. It doesn't actually cost you any slots.
As I'd rule conjure minor elementals, till it's revised, you either cannot upcast it, or upcasting it will increase it's damage in accordance to other more balanced spells scaling, like Shadow Blade's for example.
The original concept of the bladesinger in other editions is still very charming. It was a fighting style that could be learned by any fighter, but which was especially deadly for those who made it their life. The latter implied precisely combining magic and weapon, trusting the magic web to flow with her, using weapon in one hand and magic in the other. I like this idea better than a special spell that can be activated a few times a day. Mechanically, in 5e they could create bladesong fight style (something like +1 in melee attack or AC until the beginning of your next turn as long as you don't use a shield), create the "combat savant" feature for The Bladesinging Wizard where the character gains mastery and proficiency in a weapon, light armor, performance and The fighting style. BaladeSong subclass feature could grant additional benefits while using the combat style when holding a weapon in one hand with no weapon in the other (preventing dual wielding and two-handed weapons, but allowing holding focus or other items).
Among them could be:
- add int bonus in const saving for concentration, d20 tests against disarm and Char(performance);
- Above +1 melee atck bonus, can use int bonus for attack and weapon damage (builds using longswords would once again be viable, and Elven Chain could have its use justified for non-dex builds) and The +1 can apply to spellattacks too.
- use int bonus instead of +1 when choosing AC bonuses (plenty of AC, but remember that because you are a wizard you have very few HP).
The tenth level feature would be an extra depending on where the +1 bonus is. If attack, the weapon can deal force damage. If on AC, the target can use Its reaction like Song of Defense. The last feature could be The same of valor bard.
Dez builds would be similar, but non dez builds could be possible
Honestly I would just homebrew Conjure Minor Elementals Upcasting to work exaclty like the upcasting from Spirit Shroud: "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for every two slot levels above 4th. So nothing at lvl 5, 3d8 in total at lvl.6, 4d8 at lvl.8. Easy peasy, balanced (the way it should have been)
Something not mentioned- Haste no longer specifies “One weapon attack only” and now just says “One attack only”- by my reading the way this interacts with Blade Singer lets you replace this with a Cantrip- an extra BB/GFB/TS every round might be worth sacrificing round 1
(before the specification of “weapon attack” was less general than Extra Attack replacing an attack- that you Could make a weapon attack with BB/GFB wasn’t relevant because casting a cantrip instead of a weapon attack was already forbidden)
I Love Your's & Chris's Bladesinger
Build's, That's Why I Play Them, U Rock, Great Video...
If you couldnt use the elementals spell, you could go 7-8 levels in ek, as the new ek ability allows two cantrips in the action when combined with valor bard or bladesinger. I doubt it would be close to the same damage, but it could be an alternate.
16:50 rules say:
1) "When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack"...
..."as part of the Attack action."...
..."That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative."
2) "You can attack twice instead of once whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks."
3) "you make one attack with the weapon used in the spell's casting"
So, at level 6 BS, if you take the attack action and replace one of the attacks by True Strike using Scimitar(verbatim): "*you take the Attack action on your turn*" and "(you make one) *attack with the [Light] weapon* (used in the spell's casting)", which are the two conditions for Nick. It looks to me it is Rule as Written, though might not be Rules as Intended.
18:10 since its a cantrip, you can cast Shillelagh every 30s or something without any cost and always have it on.
Don't think this works. Bladesinger and valor bard can only replace "one of those attacks" granted by the Extra Attack feature. The nick mastery bonus attack is not one such attack and thus cannot be replaced.
EK thou doesn't have "one of THOSE attack" as restrictions. War Magic does have that wording, but it doesn't reference ones granted by Extra Attack, only "[w]hen you take the Attack action on your turn, you can replace one of the attacks". So Nick mastery extra attack made as part of the attack action would qualify.
Ignore the cantrip for a while and look how the rules work in their base form:
Extra Attack Feature, Shortsword (Light,Vex), Scimitar(Light,Nick)
- When you take the attack action, you can make 2 weapon atacks, with whatever weapon you like.
Preferably Shortsword, to gain advantage on the second attack, due to the vex property.
- Since you made an attack with the attack action and a light weapon, you are now entitled to use a different light weapon, to make a bonus action attack.
- The Nick property now allows you to make that bonus action attack as part of your attack action instead, leaving your bonus action free.
This allows you to make 3 attacks as part of a single attack action. The second and third of which, would gain advantage, if the previous attack hit of course.
Now we modify this setup:
Shortsword -> Club(Slow) enables the use of Shillelagh(bonus action)
Using a class that can substitute a cantrip for an attack.
Would enable you to make
- One attack with the club using your Spellcasting Modifier
- A second attack with the club using SC-M or making a true strike with the scimitar using SC-M
- A third attack using the nick property of the scimitar, using Str. or Dex. modifier instead
IF you go for a warlock dip to get a pact weapon, you could however:
- 2 Shillielagh attacks with the attack action using SC-Modifier (if you have extra attack)
- 1 Nick Attack with your scimitar pact weapon, using SC-M(Cha only)
- 1 Bonus action attack with your pact weapon or shillelagh, if you also have dual wielder
That's 4 attacks using SC-M without the need for True Strike at all.
@randomnobody660 so, idea is, assuming lvl 6 bladesinger:
Attack Action: Club attack (Shillelag), True Strike with Scimitar.
True strike specifically says you make "one attack with the weapon".
Since the Light property + Nick only requires (1) Attack Action and (2) a light weapon attack, we are fulfilling that with True Strike (explicitly an attack with the weapon) as part of Atack Action.
Then we get an extra attack, which can not use the Scimitar.
@@Odisseia-hh2td No I get that you can trigger Light extra attack with true strike.
The problem is Light extra attack costs BA unless you make it with a Nick weapon, which has to be the simitar.
If you take the Light extra attack with the club then you miss out on the Dual Wielder BA attack.
Here think about it this way instead. How do you get the Nick free extra attack to use your spellcasting modifier?
I’ve been working on an idea for a Sorcerer that uses Flame Blade and the new Sorc ability to always get advantage. Quicken Dissonant Whispers(from Aberrant or Magic Initiate) and Warcaster with True Strike. It looks okay at level 3-8, but it can’t quite keep up later. I’d love to see if you can come up with anything.
I'd allow Truestrike on the nick attack if youre using the Nick weapon, rather than the Schillelagh
Bladesinger CANNOT replace a nick attack with a True Strike.
"Starting at 6th level, 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."
The word "those" makes it clear you can only give up one of the attacks granted by the extra attack feature.
The Valour Bard is the same.
Eldritch Knight has no such restriction and can give up the Nick attack to cast a cantrip.
@@apjapki very good point. I can see how they'd be discrete things. Not much you can do for your nick attack then is there, you just TWF with your bonus action for the club attack and truestrike with another light weapon (and if it's nick you can use it for a little extra damage when you use your bonus action for something else)
If you have a club (Schillelagh) and another weapon, can you Club attack, extra attack with other weapon (true striking with it), then Bonus action attack with Club?
@@w4iphI think so, yes. I am working on the basis that you do get weapon mastery on True Strike and the club is a different weapon to the scimitar so it qualifies.
@@w4iph I'm not exactly sure if it works like that, but it might. When I think of the Extra Attack, I think that it is always made with the same weapon. But I'm not sure if it's actually true. If the Extra Attack has to be made with the same weapon as the first attack, then it doesn't work. But if you can freely swap weapons in the Extra Attack, then that could work, since the restriction for the Light Weapon attack only is that you have made an attack with a light weapon held in your other hand.
@@NotsogoodguitarguyNo, extra attack is not always made with the same weapon. It's never said that.
Ya know another good spell blade would be a warlock+draconic sorc since they have unarmored defense and would be pretty SAD
Unless you are a blade singer, eldritch knight, or valor bard, which can cast a cantrip during their attack action.
Regarding forcecage: Just because you have the gold doesn’t mean the item is for sale.
Ty, just in time ❤️
The versatility of blade singer wizards in combat makes my rogue heart cry.
Crunch the numbers twice on all the builds with and without CME. Eventually you can have a spreadsheet with CME separate from the other builds.
18:54 As for Scholar's skill options to get expertise in, I'd say in the campaigns I've played in, Knowledge skills (with an emphasis on Arcana) have come up more often than Investigation, especially beyond tier 1 play. Plus a Familiar can be argued to Help during an Investigation check, whereas a Knowledge check is... more dubious. But yeah, pick your preference.
Additionally for our pod we've played around with using Knowledge checks in combat for free once per enemy type - in essence mirroring recalling knowledge from your subconscious - instead of dawdling around for 6 seconds trying to wrack your brain if this creature has any weaknesses (mainly damage vulnerabilities) or strengths (mainly damage resistances) to look out for, which a Study Action would essentially be.
If 5e was a lot slower in combat (aka not generally taking 3-5 rounds per encounter) it might not have been such an opportunity-cost to use an Action to Study the enemy and recall information - alas here we are and we've worked slightly around it.
Since our pod's free combat check is not studying the creature, it is limited what the DM might provide on a success but it has made Knowledge skills a lot more useful and more sensible.
Depending on the rarity of the creature the DC increases for more rare creatures.
In addition if we fail the check, we may recall information that is wrong (as per the DM's discretion) - like identifying a ghoul as a wraith or apply some of the knowledge about a wraith to a ghoul, like its swarm of damage resistances. If used sparingly, it can add a bit of extra fun to encounters, either by downplaying a threat or exaggerating one.
So lvl 1 fighter, yes?
Waiting for the Jim's majic missile + minor elementals build
So it's worth noting that your bladesong would only have INT # of uses per day per the new rules dividing ability score to classes and proficiency bonus to races/feats. So it would be beneficial to be SAD.
Personally, on the dual wielder BA attack, it would follow the order that you attacked with. So you club, scimitar, scimitar (nick), the BA attack would be the club.
Sorry, what?
EDIT: Wait, I get it. You attack with the first weapon and then both of the others must be different weapons, so yes, order matters.
True Strike literally says "make an attack with the weapon used in the spell's casting." so if you used a scimitar with the light property, you've fulfilled the requirement to make an attack with a weapon with the light property. Can't really get more clear cut than that.
The Light weapon property reads: "When you take the Attack action..." Not all attacks are the "attack action". You used a Magic action to attack.
Re: true strike as Nick extra attack. IMO it was a mistake to group eldritch knight with the others.
I see why it doesn't work for bladesingers or 2024 valor bard, whose feature reads "you can cast one of your cantrips in place of one of THOSE attacks" and specifically references the 2 attacks instead of 1 when taking the attack action.
However the same should clearly work for, say, eldritch knight, whose War Magic feature instead just lets you "replace one of the attacks with a casting of your wizard cantrip" "[w]hen you take the Attack action", not necessarily specifically the ones from extra attack.
In this case, the Nick mastery extra attack made "as part of the Attack action" is clearly ONE of the attacks that's part of the attack action.
This is what I was thinking too. For Eldritch Knight specifically, I think the wording works.
I'll be on the lookout for an official WOTC ruling
I guessed in advance that your aversion to Shillelagh would be the bonus action casting- for random encounters while traveling I agree with your assessment, which is a good reason not to over-invest, but in dungeons and other areas where my character reasonably is walking with weapons at the ready, I’m announcing to my DM that I am using a bonus action once per minute (trivial) to cast Shillelagh and to please roll a d10-1 to determine how many rounds remain. On a 3+ there’s a reasonable chance combat will end before the duration does, and anything except 0 and 1 my bonus action is Less valuable, though losing a Shadow Blade attack is sad yes.
57:24 buying music is still the best ways to support artists. So you're doing better than us Spotify folks.....😅
I know it's all but certainly barking up the wrong tree with 5.24 out but man I would love to see more PF2e Builds from you some time soon. At this point I listen to these builds for you more than interest in DnD. Although, where DnD lacks a lot of balancing and DM QoL it does have lots of cool Player-facing tools for theorycrafting that helps keep these entertaining :)
This is what I really wanted, Bladesinger ftw
Looking the "numbers" feels pretty good... however the assumption to get 2 set up rounds is complicated! On my campaign we have a Bladesinger, and he is more efficient in Boss/Long fights. I love bladesingers, but I think having 2 magic weapons, ignoring Shadowblade is normally a better strategy!
Every time I see a video, I hope it's a Pathfinder one :P
Bladesinger is always fun, but I don't think anything could top my love for Light Cleric. Would love to see you do a build video for it, although it kinda builds itself haha
@@Indigo1559 I assume you saw my original one already?
ive been avoiding playing a bladesinger for so long but I think its time (ignoring conjure minor elementals)
id love to see a build utilizing spells like cloud of daggers or moonbeam where you grapple your targets and hold them there so they would take the damage twice a round
I know you did something similar to this with your grappling bard build but sadly damage only procs once per turn now, so if we are talking about self reliance, you could hold them there and make them take the damage twice a turn while punching the hell out of them
Stars druid for dragon form (to keep concentration against people smacking you while you hold them) + 1 monk dip for bonus action grapple / little more damage (praise the spreadsheet)
love the videos
@@deadku6150 on the to do list!
@@DnDDeepDive so excited 🔥
@@DnDDeepDive I think with something like dance bard you would be able to do it 3x a round, "if someone ends turn within 5ft of you (so turn already ended) u can move half your speed, this would mean u could make them re-enter the cloud of daggers (I think if im reading it correctly)
1) your turn u cast it on them
2) they end their turn
3) after they end their turn u use a reaction to drag them away and put them back thus it entering their square
Ok, intro just started, time to make my predictions: Firstly, with the new stow and draw weapons rules, I am going to assume that Warcaster is not needed to cast spells while dual wielding, if this assumption is not made, start with 15 (+1) CON and 15 INT take Warcaster at level 4, and push all other feats back 4 levels.
Starting stats are: STR 8, DEX 15 (+2), CON 14, INT 15 (+1), WIS 10, CHA 8
Species is Goliath for 35 ft movement speed and Cloud's Jaunt to teleport pbtpd
Background is Criminal for +2 Dex and +1 Int as well as the Alert origin feat
Taking level 1 in fighter or rogue to get weapon masteries, I would, personally, lean toward fighter for the fighting style and get two weapon fighting, as well as for constitution saving throw proficiency. The weapon masteries taken will be Scimitar, Shortsword, and Rapier (this is for post level 5)
level 2-7 are all in wizard taking Bladesinger as the subclass at wizard 3.
At wizard 4, character 5, taking the Dual Wielder feat and bumping Dex to 18, giving us a 3rd attack, and allowing us to use a rapier instead of a shortsword for a nice lil +1 damage (lol)
At wizard 6, we get our fancy extra attack that is no longer unique to our favorite class (thank you WotC, we needed this in more gish classes
I don't think the intent is you can draw/stow per (individual) attack, but rather per Attack action; i.e., one draw/stow (or two if you have Dual Wielder). I want an errata and/or Sage Ruling on this.
Ritual caster is cool with Silence, but it's niche on it's own
As I interpret the Nick weapon property, it allows for a rapid "follow-up" attack with your off-hand weapon that has the Nick property, without needing your bonus action to do so as you normally would with a non-Nick weapon. With the Nick weapon being considered a "follow-up" to your main attack, it cannot serve as the main attack itself. It seems that RAW, the purpose of the Nick property is to erase the bonus action requirement that is normally involved in two-weapon fighting with Light weapons. With this in mind, I believe casting True Strike would realistically only impact your main weapon attack as both this spell, and simply taking the "Attack Action" as normal, both involve using all (or part of) your "Action" whereas the Nick property simply allows for a "follow-up" that does not require any action or bonus action.
If the goal is to make a Dual-Wielding Gish, I actually think Hexblade Warlock is far simpler than Bladesinger Wizard now. Shillelagh for the Wizard is great and all, but, as we're seeing here, it only affects one weapon, and realistically, True Strike cannot compensate for the other fully (Shadow Blade might be a different story though, but that requires concentration). But the combo of the new Pact of the Blade invocation and the Hex Warrior feature from Hexblade allows for two weapons to be used with your casting modifier, no spells or concentration or anything else needed, and Warlock now can match Fighter in terms of being able to attack 3 times per round. However, Warlock does have fewer spells and even fewer spell slots than Bladesinger, and doesn't have the unique Extra Attack feature of being able to substitute an attack for a cantrip.
Come to think of it, perhaps the solution is 3 levels of Battle Smith Artificer, since they can use INT for weapon attacks so long as the weapons are magical, and if they aren't, Artificer can use infusions to make the weapons magical (and you also get a Steel Defender buddy as a bonus).
Ooh, i didn't think of Goliath with the hill giant topple ability.
Also if use the "Large Form" ability and can get enlarge on the character. Do an extra 2d4 damage per hit coz you go from medium to huge.
I like the idea now of popping around the battlefield with Goliath Echoknight toppling everyone with my maul and pounding into ground.
I’m wondering if there’s a reason WotC left Conjure Minor Elementals so powerful. They’ve mentioned before that they were trying to fix the CRs in the Monster Manual. Maybe giving people more powerful spells was a way to balance having a greater number of stronger monsters?
Le Chat Noir! He hangs in my kitchen!
Baldesinger here we go. It's especially great when you are really passionate about a build :D .
What's your bald Bard build? 😅
I'm almost a bald singer
Finally!!!! I just started a bladesinger because of you on Saturday!!!
There is NO real problem with Familiar's Help on the first attack. Familiar should take READY action (not Help action). The Ready action is to use Help action and the trigger is "when my master is about to attack a creature, then I Help". This way the wizard is always getting advantage on the first attack.
The problem there is that your familiar, if not invisible, is just hanging out by the enemy. You can ready action or movement, not both.
“Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.”
So just hanging your familiar out by the enemies is a good way to lose it round 1
Ahh, fighter-rolled again! A very fun meme that im glad to see returning.
Morrigan from Darkstalkers: “Shadow Blade! Shadow Blade!”
More seriously, if Colby is going to split/fork builds anyway, how about he do one ‘Raw DM’ version that disallows everything that is controversial, to compare to a ‘Chill DM’ who allows mostly everything (and probably just home brews monsters to compensate)?
Sadly, I have watched the Needler video several times.
Hey Colby! Amazing Bladesinger build as always! I LOVE THESE SO MUCH!
What do you think about a Smallsized character using the new Lance with GWM+Dueling? Ranger or Artificer, who do you think will do more damage?
27:00 All this seems pretty reasonable to me, especially compared to the bogus weapon juggling that many youtubers are promoting.
A Thief/Warlock can theoretically cast two EBs each round. It's a hungry thing because he's going to need scrolls to cast it a second time as a Bonus Action.
Sorlock: Hold my beer.
I would take defensive duelist for sure
There is one slight problem with the build: you won't be able to cast spells that have somatic component (reminder: Shield has V, S components). War Caster is a must and has to be taken at the earliest opportunity if you want to dual wield.
Thankfully, we can draw or stow a weapon as part of an attack we make, so it shouldn't be too much of a problem to make an attack, stow our off hand so it can be free between turns, then draw it when needed next round. Rinse/repeat.
@@DnDDeepDive Yes, you can draw or stow but not both, unless you take the utilize action. The Dual Wielder feat allows you to either draw or stow both weapons but it doesn't allow to draw and stow the same weapon in the same turn. So every second turn you would have to stow the shadow blade and although RAW stowing it doesn't make it dissipate, only throwing or dropping it, something tells me that RAI it should as I believe the intention was that if you are not holding it at the end of your turn, it dissipates, which means that in the next round you lose the bonus action as it is spent on making the shadow blade reappear.
I don't know...but I'm not comfortable with the by the letter interpretation of RAW and would take War Caster over Dual Wielder.
@@flyxan1041 You would stow one weapon after the last attack of your turn. Then on your next turn you would attack with whatever weapon was in your hand and draw your second. Remember, the weapon you draw/stow does not need to be the one you are attacking with. IE You could attack with the shadow blade while drawing your scimitar. This would allow you to again stow your scimitar after the last attack of your turn.
Since I dont play dnd, only bg3 I pretty much only listening to your Videos, because of you and your Voice!
Spoiler:
But when I heard my Favorite DnD Word: Shillelagh!!!
I started listening and concentrating on on the Video... and now I am disappointed... I need a Shillelagh build!
People already can hold actions or delay their turn till after an ally, just tell dm I delay till after my familiar goes first !
Out of curiosity, were you to play this character beyond level 17, would you stick with wizard? If so, which boon would you choose?
16:26 - it does. You are choosing "Attack Action" to make two WEAPON ATTACKS, but one of them is used to ATTACK with WEAPON that has Light and Nick property and casting a cantrip.
I can see unclear rules due to Nick having stupid description, like you do not even need to attack with one, just to hold it... but weapon loosing weapon properties after cantrip being casted is literally a homebrew rule. It is not RAW, and 99% not RAI.
Except you aren't using an Attack Action. You are using a Magic Action to make a weapon attack. Not the same thing.
@@vKILLZ0NEv no. You make an attack action. That's the whole point.
@@Kivuhl You do not make an attack action. Look it up. Not all weapon attacks are "attack actions". True Strike is a Magic Action. The only way to cast spells is with a Magic Action. Spells that include weapon attacks are not exceptions. The attacks using those spells happen during a Magic Action.
Bladesinger junkies unite!
Wait... Critlander knows the Winter Soldier
If you did want to shillelagh could you just druid monk and bonk?
When they put out a new Bladesinger, what new ribbon feature do you hope they get in line with the new ribbon features?
tbh their bladesong is so strong I am unsure if they would get changes
im going to be honest the best gish now is eldritch knight
Here's a question. Since Shadow Blade is explicitly summoning a simple weapon, wouldn't that mean it has the Mastery Property of that simple weapon? JC has even emphasized this aspect of how the Shadow Blade spell works.
@@vKILLZ0NEv but… which weapon? Which mastery?
@@DnDDeepDive The SB spell does specify "sword" so the only thing it could really be is a dagger, as there is no other simple weapon that could be considered a sword. And since all daggers have the Nick property your shadow blade does too.
Another interpretation is that it could be any "sword" weapon (ie shortsword or longsword) but is considered a simple weapon instead of a martial weapon.
Since "sword" is not defined in the rules, what weapon it takes the shape of would be entirely up to the DM, but all weapons DO have Mastery properties, so regardless of the shape it will have a Mastery property. The property of whatever shape it takes.
Honestly they should have skipped the schools of wizardy and gone with War Magic, Bladesinging, Scribes, and a new subclass.
I don't know. Like Colby said, if it's updated it also would be changed.
I like Bladesinger and Scribe just as they are.
Those and War Magic are expanded rules and not considered "legacy"
@@Bacon_and_Busch I think Bladesong could let you use int instead of str or dex for your attacks.
I think scribes wizards should be able to switch a prepared spells during short rests.
It doesn't matter for me. with the new bards and sorcerers, I don't see the mileage in playing wizards anymore.
Between the summons and magic jars and planar bindings and simulacrums, many of the wizard only spells aren't very table friendly anyways.
Find an npc wizard to be a ritual monkey and you don't really need a wizard anymore.
The new illusionist wizard looks like its would be fun.
How would a Halfling Wild Magic Sorcerer using Chromatic Orb do?
Here we go again. Light weapon attack gives you an extra attack. Nick let's you use that extra attack without expending a bonus action. Dual wielder let's you use bigger weapons if you do use a bonus action. Nick very specifically says you only get one extra attack from the initial light weapon attack per turn.
It's one or the other, not both.
Nope. This is pretty clear. 2 separate abilities. 2 separate attacks granted.
@KaelinGoff it's just so clear though. It's not 2 seperate rules. It's light weapon attack gives you an off hand attack. Period.
Light weapon no dual wielder: attack with light weapon get a light weapon off hand attack as bonus action.
Light weapon with dual wielder: attack with light weapon get an off hand attack with any non 2 hand weapon as a bonus action.
Nick: if you make your offhand attack with a nick weapon, you don't expend bonus action, you still only get one off hand attack.
Nick rule specifically says you only get the extra attack (what I call an off hand to try to be clearer) one time per round.
The reason the light weapon rule is basically repeated in the dual wielder rule is because it has to be. If dual wielder only said "you get a bonus action with a non two hander" it opens another while can of worms. It HAS TO say when you attack with a light weapon, yada yada.
@@johnlines9864
Yeah, WorC definitely added a feat which lets you use d8 weapon as a BA instead of a d6 for a single attack only /s. That sounds logical.
@Cirdan345 so you're problem is my explanation is a feat that gives you one average extra damage, extra sheath/stowe weapon as opposed to things like archery, thrown weapon, dueling that give exactly 2 damage?
I'm wrong because I think the unbalanced juggling act people are suggesting be performed in melee combat to get potentially 8+ extra damage from a feat makes less sense than comparing it to feats that give at most 2 extra damage.
My hopes of seeing a Colby shillelaghsinger are dead 😢 though my (admittedly 2014) go to would've been level 1 Artif dip quarterstaff and PAM
Good job keeping that restraint for that long Colby! We know it was hard to not build a bladesinger that long 🙏
I can't wait for the new Hexbladesinger. Pact of the Bladesinger? Pact of the Bladesinger
my question doesn t have any tangency with this video but i need to ask
if i have a monk with both tavern brawler, that lets me push and deal damage
and grappler
which lets me grapple and deal damage
and i simultaneously activate them when i deal damage
if my grapple is succesful can i also move myself with the target?
also
open hand monk gets 15 feet push on every flurry of blows attack
and what does away mean
can i give myself a flying speed if up means away from me? ngl kinda good for monks since slow fall exists
Maybe after all of these d4 videos WotC might actually realize that their decision with the Nick mastery was a mistake.
Here’s why:
1. You can’t have a good Dual wielding Melee Character unless you use Nick. No Dual axes for you!
2. You can’t Dual wield two weapons that have Nick because the second weapon is redundant. No Dual Scimitars for you!
You know that picture of the Barbarian holding two hand axes in the 2024 PHB? If you try to have a Character like that, you’re putting yourself at a significant disadvantage. This is the problem. Nick is so powerful but so exclusive that the player becomes limited in what Build they can use to both be optimal and fulfill their chosen fantasy.
At my table, every Light Weapon will have Nick and no other masteries. That’s the only way I can see to solve this issue. That’s the only way to fix WotC’s short sighted design.
Getting tired of seeing every optimal Dual wielding Build use a Scimitar and a Short Sword
It would be amazing if you made Rune knight with 2024 rules. I have in mind a concept of Moradins Faithful. Dwarven rune knight (with magic iniciate wizard for blade ward and shield spell) mixed with forge cleric to get spirit guardians like you did with your bugbear rune knight. I know it sub optimal compare to divine soul sorcerer but flavour :). Also rune knight PaM Sentinel with weapon masteries sound amazing, especially with the poitions of growth you mentioned in this video from party member wizard