Bladesinging Wizard Pure Build
Added 2025-05-15 22:37:50 +0000 UTC-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Wizard
- +2 Level 1 Spell Slots
- Arcane Recovery
Replenish expended Spell Slots
+1 Arcane Recovery Charge used per Spell Slot Level
Cantrips:
- Booming Blade
Normal Weapon Damage + 1d8 Thunder Damage when target moves
Can be cast while Silenced
Level 5 = +1d8 Thunder Damage & +2d8 Thunder Damage when target moves
Level 11 = +2d8 Thunder Damage & +3d8 Thunder Damage when target moves
- Shocking Grasp
1d8 Lightning Damage
Target cannot use Reactions
Advantage on targets with Metal Armour
Level 5 = 2d8
Level 10 = 3d8
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
Spells:
- Shield (Reaction)
When about to be hit, can use a Reaction to cast Shield
+5 AC
Immune to Magic Missile
Lasts until start of your next turn
- Longstrider (Ritual)
+3m Movement Speed
- Expeditious Retreat (Concentration)
Immediately gain Dash this turn and as a Bonus Action until this spell ends
Can last until Long Rest
- Magic Missile
1d4 + 1 Force Damage per missile
Always hits
+1 missile per upcast
- Thunderwave
2d8 Thunder Damage
Pushes creatures away
+1d8 Thunder Damage per upcast
- Burning Hands
3d6 Fire Damage in 5m Cone AoE
DEX Save to halve damage
+1d6 per upcast
Race: Any
Background: Any
Skills: Any
Stats:
STR = 8
DEX = 17
CON = 15
INT = 16
WIS = 8
CHA = 8
OR
STR = 8
DEX = 16
CON = 14
INT = 16
WIS = 12
CHA = 8
--------------------LEVEL 2--------------------
Wizard 2
Subclass: Bladesinging
- +1 Level 1 Spell Slot
- +1 Bladesong Power
- Training in War and Song
Light Armour Proficiency
Performance Proficiency
Proficiency with Daggers, Longswords, Rapiers, Scimitars, Shortswords, & Sickles
- Bladesong
+2 AC
+2 CON Saves (+3 = LVL 5 / +4 = LVL 9)
+3m Movement Speed
Advantage in Acrobatics
Bladesong Climax
Unleash the full damaging and healing effects of your Bladesong at once. Your Bladesong Damage Charges will harm enemies an additional 1d6Force damage, and your Bladesong Healing Charges will heal you and your allies an additional 1d6hit points
Spell Attacks build Bladesong Damage Charges
+1d6 Force Damage per charge
Melee Attacks build Bladesong Healing Charges
+1d6 HP per charge
Spells:
- Sleep
Select targets up to 24 HP and put them to Sleep
+8 HP per Upcast
- Tasha’s Hideous Laughter (Concentration) (10 turns)
Prone a creature with Hideous Laughter
Target must have INT of 5+
Target can try to escape when taking damage
--------------------LEVEL 3--------------------
Wizard 3
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
Spells:
- Hold Person (Concentration)
Hold an enemy still; Cannot Move, Act, or React
Attacks against target are always Critical Hits within 3m
Target can make a WIS Save to escape at the end of each turn
+1 target per upcast
- Mirror Image (10 turns)
Create 3 Illusory duplicates of yourself that distract attackers
+3 AC per duplicate
When you evade an attack, 1 duplicate dissappears
--------------------LEVEL 4--------------------
Wizard 4
- +1 Level 2 Spell Slot
Cantrip:
- Bone Chill
1d8 Necrotic Damage
Target cannot regain HP for 1 turn
If target is Undead, has Disadvantage on Attack Rolls
2d8 Necrotic Damage at Level 5
3d8 Necrotic Damage at Level 10
Spells: Any
Feat: Ability Improvement (+1 DEX +1 CON or +2 DEX)
--------------------LEVEL 5--------------------
Wizard 5
- +2 Level 3 Spell Slots
- +1 Bladesong Power
Spells:
- Haste (Concentration) (10 turns)
+2 AC
Advantage on DEX Saving Throws
+9m Movement Speed
+1 Action per turn
When Haste ends, become Lethargic
Cannot move or take actions for 1 turn
- Counterspell (Reaction)
Nullify a creature’s spell as a Reaction
Spell must be 3rd Level or lower
If Spell is 4th Level or above, must succeed a Check to nullify
Check Difficulty is based on Spell’s Level
--------------------LEVEL 6--------------------
Wizard 6
- +1 Level 3 Spell Slot
- Extra Attack
Spells:
- Fireball
8d6 Fire Damage with 4m AoE
DEX Save to halve damage
+1d6 per upcast
- Slow (Concentration)
Slow up to 6 enemies for 10 turns
-2 AC
-2 DEX Saves
Can only take Action or Bonus Action, not both
Cannot take Reactions
Cannot make more than 1 attack per turn
Spells might delay
--------------------LEVEL 7--------------------
Wizard 7
- +1 Level 4 Spell Slot
Spells:
- Fire Shield (10 turns)
Shed light in 3m radius
Resistance to Fire or Cold Damage
Retaliate against melee attackers with 2d8 Fire or Cold Damage
- Phantasmal Killer (Concentration) (10 turns)
Haunt a creature with its worst nightmares
4d10 Psychic Damage per turn
Cannot move
Disadvantage on Attack Rolls
Disadvantage on Ability Checks
+1d10 per upcast
--------------------LEVEL 8--------------------
Wizard 8
- +1 Level 4 Spell Slot
Spells:
- Greater Invisibility (Concentration)
Attacks against creature have Disadvantage
Creature Attacks with Advantage
Ends when you fail increasingly harder Stealth Checks on Attacks, Casting Spells, or interacting with items
- Confusion (Concentration)
Confuse a group of creatures for 3 turns
Hostile to everyone
Wanders aimlessly
Chance to skip turn
Larger AoE per upcast
Feat: Ability Improvement (+2 DEX or +2 WIS)
--------------------LEVEL 9--------------------
Wizard 9
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
- +1 Bladesong Power
Spells:
- Hold Monster (Concentration)
Hold an enemy still; Cannot Move, Act, or React
Attacks against target are always Critical Hits within 3m
Target can make a WIS Save to escape at the end of each turn
+1 target per upcast
- Cone of Cold
8d8 Cold Damage in 9m Cone AoE
CON Save to halve damage taken
Creates Ice Area 9m Cone
Difficult terrain - movement speed is halved and creatures may fall Prone
Can't move or take Actions, Bonus Actions, or Reactions, and has Disadvantage on Strength and Dexterity saving throws.
Attacks against a Prone creature have Advantage if they're made within 3 m / 10 ft of the creature.
A Prone creature must spend half its Movement Speed to stand up.
A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.
+1d8 per Upcast
--------------------LEVEL 10--------------------
Wizard 10
- +1 Level 5 Spell Slot
- Song of Defence (Reaction)
When you take damage during Bladesong, you can expend a spell slot to subtract 5 damage per spell slot
Cantrip: Any
Spells: Any
- Conjure Elemental
When cast at Level 5, summon:
Air Elemental
Earth Elemental
Fire Elemental
Water Elemental
When cast at Level 6, summon:
Air Myrmidon
Earth Myrmidon
Fire Myrmidon
Water Myrmidon
- Telekinesis
Can be recast for 10 turns so long as you maintain concentration
--------------------LEVEL 11--------------------
Wizard 11
- +1 Level 6 Spell Slot
Spells: Any
- Disintegrate
10d6+40 Force Damage
--------------------LEVEL 12--------------------
Wizard 12
Spells: Any
Feat: Ability Improvement (+2 DEX or +2 WIS)
--------------------GEAR--------------------
Important Items:
- Elixir of Viciousness
-------ACT 1-------
Head:
- Diadem of Arcane Synergy*
When you inflict a condition, gain Arcane Synergy for 2 turns
Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier
Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek
- Haste Helm
At the start of combat, gain Momentum for 3 turns
Momentum
+1.5 Movement Speed
Location: Chest in Blighted Village near Waypoint
------------------------------
Chest:
- Spidersilk Armour*
Light Armour
12 AC + Dexterity Modifier
+1 Stealth Checks
Advantage on Constitution Saving Throws
Location: Worn by Minthara
------------------------------
Gloves:
- Daredevil Gloves*
+1 Spell Attack Rolls
Daredevil Proximity (Toggleable)
Ranged Spell Attacks can be made in Melee when adjacent to an enemy
Location: Sold by A'jak'nir Jeera at Crèche Y'llek
- Gloves of Baneful Striking
When you deal damage with a Weapon Attack, the target receives a -1d4 Penalty against your next spell’s Saving Throw
Applies to all Saving Throws, not just spells
Location: Purchased from Lady Esther at Rosymorn Monastery Trail
- Gloves of the Growling Underdog
+1 Strength Saving Throws
Advantage on Melee Attack Rolls when surrounded by 2 or more foes
Location: Dror Ragzlin’s Treasure Chests
------------------------------
Boots:
- Boots of Genial Striding
Movement Speed is unimpeded by Difficult Terrain
Location: Purchased from Blurg in the Myconid Colony
- Boots of Speed
Grants “Click Heels” which is a Bonus Action Dash
Location: Gnome in Myconid Colony
- Boots of Stormy Clamour
When you inflict a condition on a creature, also inflict 2 turns of Reverberation
Reverberation
Entity has a -1 penalty to STR, DEX, and CON Saving Throws per remaining turn
When the entity has 5 or more turns of this, it takes 1d4 Thunder Damage and has a chance to fall Prone (DC 10 CON Save)
Creatures Immune to Thunder cannot receive Reverberation
Location: Sold by Omeluum
- Disintegrating Night Walkers*
Cannot be Enwebbed, Entangled, or Ensnared
Cannot slip on Grease or Ice
Misty Step (Short Rest)
Location: Dropped by Nere
------------------------------
Cloak: N/A
------------------------------
Amulet:
- Amulet of Branding*
Brand the Weak
Bludgeon the Weak
Target is Vulnerable to Bludgeoning Damage for 3 turns
Slash the Weak
Target is Vulnerable to Slashing Damage for 3 turns
Pierce the Weak*
Target is Vulnerable to Piercing Damage for 3 turns
Location: Looted from a Githyanki at Crèche Y'llek
- Amulet of Misty Step
Misty Step (Short Rest)
Location: Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8
- Necklace of Elemental Augmentation
When your Cantrip deals Acid, Cold, Fire, Lightning, or Thunder Damage, deal Bonus Damage equal to Spellcasting Modifier
Location: Inside a display case in Inquisitor's chamber at X: 1379 Y: -662, Crèche Y'llek
- Moondrop Pendant
When below 50% HP, wearer does not provoke Opportunity Attacks
Location: In a chest in the Owlbear cave
- Periapt of Wound Closure
When Downed, automatically stabilise
Whenever healed, heal Max possible HP
Location: Purchased from Lady Esther at the Rosymorn Monastery Trail
------------------------------
Rings:
- Caustic Band
+2 Acid Damage on Weapon Attacks
Location: Purchased from Derryth Bonecloak in the Myconid Colony
- Crusher’s Ring
+3m Movement Speed
Location: Dropped by Crusher
- Ring of Arcane Synergy*
When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns
Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier
Location: Can be looted from Gish Far'aag in Crèche Y'llek
- Ring of Elemental Infusion*
When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit
+1d4 Elemental Damage with Weapon Attack
Location: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek
- Ring of Protection
+1 AC
+1 Saving Throws
Location: Reward for Steal the Sacred Idol
------------------------------
Melee Weapons:
- Phalar Aluve*
+1 Enchantment
+1 Performance
Sing (Short Rest)
All allies within 6m gain +1d4 Attack Rolls and Saving Throws
Shriek (Short Rest)
All enemies within 6m have -1d4 Saving Throws
Affected enemies receive +1d4 Thunder Damage
Location: Underdark
- Sword of Screams
Rapier
+1d4 Psychic Damage
Location: Dropped by Nere
- Knife of the Undermountain King
Shortsword
+2 Enchantment
Number needed to roll a Critical Hit is reduced by 1
If you roll 2 damage or less, reroll and take the highest result
Advantage on Attack Rolls against Obscured targets
Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek
------------------------------
Ranged Weapons:
- Bow of Awareness
+1 Enchantment
+1 Initiative
Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp
- Hunting Shortbow*
+1 Enchantment
Advantage on Monstrosity Enemy types for ALL weapons equipped
Hunter’s Mark (Long Rest) (Concentration)
+1d6 Physical Damage to Weapon Attacks
Can recast without expending spell slots
Location: Purchased from Dammon
------------------------------
-------ACT 2-------
Head:
- Circlet of Hunting
+1d4 Attack Rolls to creatures marked with Hunter’s Mark*, True Strike, Faerie Fire, or Guiding Bolt
Location: Purchased from trader at Moonrise Towers
- Helmet of Arcane Acuity*
+1 DEX Saving Throws
When you deal damage with a Weapon Attack, gain Arcane Acuity for 2 turns (stacks)
+1 Spell Attack Rolls for each remaining turn
+1 Spell Save DC for each remaining turn
Reduce the duration by 2 each time the entity takes damage
Maximum 10 turns
Location: Mason’s Guild Basement
------------------------------
Chest: N/A
------------------------------
Gloves:
- Flawed Helldusk Gloves
+1d4 Fire Damage with Weapon Attacks
+1d4 Necrotic Damage with Unarmed Attacks
Unarmed Attacks have a chance to inflict Bleeding
+1 Strength Saving Throws
Location: Purchased from Dammon
- Gloves of Battlemage’s Power*
+1 STR Saving Throws
When your Weapon Attack Roll inflicts a condition, gain Arcane Acuity (stacks)
+1 Spell Attack Rolls for each remaining turn
+1 Spell Save DC for each remaining turn
Reduce the duration by 2 each time the entity takes damage
Maximum 10 turns
Location: Last Light Inn Quartermaster
- Gloves of the Duellist
+2 Attack Rolls while only wielding one weapon in Main Hand
Location: Purchased from trader at Moonrise Towers
------------------------------
Boots: N/A
------------------------------
Cloak:
- Cloak of Protection*
+1 AC
+1 Saving Throw
Location: Purchase from trader at Last Light Inn
------------------------------
Amulet:
- Amulet of the Harpers
Advantage on WIS Saving Throws
Shield (Long Rest)
Location: Bought from Quartermaster Talli at Last Light Inn
- Spellcrux Amulet
Spell Slot Restoration (Long Rest)
Replenish any Level Spell Slot as a Bonus Action
Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650
- Spineshudder Amulet
When you deal damage with a Ranged Spell Attack, inflict 2 turns of Reverberation
Location: Looted from the Mimic X: -171 Y: -195 in the bedroom on the upper floor of Moonrise Towers
------------------------------
Rings:
- Ring of Free Action*
Ignore Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Araj at Moonrise Towers
- Shifting Corpus Ring
Invisibility (Long Rest)
Blur (Long Rest)
Enemies have Disadvantage on Attacks against you until you take damage
Location: Dropped by Flaming Fist Marcus at Last Light Inn
------------------------------
Melee Weapons:
- Render of Mind and Body
Shortsword
+1 Enchantment
When Attacking with Advantage deal bonus 1d8 Psychic Damage
Location: Purchased at Moonrise Towers
- Sword of Life Stealing
+2 Enchantment
On Critical Hit, deal 10 Necrotic Damage and gain 10 Temporary HP
Location: Purchased from Dammon
------------------------------
Ranged Weapons:
- Darkfire Shortbow*
Shortbow
+2 Enchantment
Resistance to Fire Damage
Resistance to Cold Damage
Haste (Long Rest)
Gain an extra action
Double movement speed
+2 AC
Advantage on Dexterity Saving Throws
When Haste ends, become Lethargic (lose a turn)
Location: Purchased from Dammon
------------------------------
-------ACT 3-------
Head:
- Helldusk Helmet
+2 Saving Throws against Spells
Immune to Critical Hits
Immune to Blinded
See in Darkness up to 12m
Immolating Gaze (Short Rest)
Frighten creature
+2d8 Fire Damage against Burning creatures
Location: Found in the House of Hope in a vault across from the entrance to the Boudoir. The player will need to pass a DC10 Wisdom check to activate the Inert Infernal Gem and then a DC20 Arcana check to use the Infernal Control Gem to open the door. The helmet will be located in the treasure pile X: -6482 Y: 2939
- Pyroquickness Hat
When you deal Fire Damage with a non-cantrip spell, Burn yourself and gain an additional Bonus Action this round
Location: Vault of Elminster
- Helmet of Grit
+1 DEX Saving Throws
When the wearer has 50% or less HP, gain an additional Bonus Action
Location: Looted from chest in cursed room of Szarr Palace X: -1298 Y: 965
------------------------------
Chest:
- Bhaalist Armour*
Light Armour
14 AC + Dexterity Modifier
+2 Initiative
Aura of Murder
Enemies within 2m become Vulnerable to Piercing Damage
Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description
Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin
- Elegant Studded Leather
14 AC + Full Dexterity Modifier
+2 Initiative
Advantage on Stealth Checks
Shield (Short Rest)
When you are about to be hit, use a Reaction to increase AC by 5
Take 0 damage from Magic Missile
Lasts until start of your next turn
Location: Looted from High Security Vault n°9
- Helldusk Armour
Heavy Armour
21 AC
Considered Proficient with this armour while wearing it
When you succeed a Saving Throw, the caster receives Burning for 3 turns
Resistance to Fire
Immunity to Burning
-3 Damage from all sources
Fly
Location: Looted from Raphael
------------------------------
Gloves:
- Craterflesh Gloves
On Critical Hit, deal +1d6 Force Damage
+1 STR Saving Throws
Location: Sold by the Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin.
- Helldusk Gloves
+1 Spell Attack Rolls
+1 Spell Save DC
+1 STR Saving Throws
+1d6 Fire Damage with Weapon Attacks
+1d6 Necrotic Damage with Unarmed Attacks
Unarmed Attacks may inflict Bleeding
Rays of Fire (Cantrip) (Short Rest)
3d6 Fire Damage per ray (3)
Location: Dropped by Haarlep in the House of Hope
- Martial Exertion Gloves
Take 6d6 Piercing Damage
Double Movement Speed
Gain Additional Action
Location: Sold by Bumpnagel in Angleiron's Cellar (accessible via a cave entrance at X: 30 Y: 29 in Rivington)
------------------------------
Boots:
- Helldusk Boots
Immune to Prone
Immune to Difficult Terrain
Can use Reaction to succeed a failed Saving Throw
Hellcrawler (Short Rest)
Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius
Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.
------------------------------
Cloak:
- Cloak of Displacement
Causes enemies Disadvantage on Attack Rolls against you until you take damage
Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing
------------------------------
Amulet:
- Amulet of Greater Health
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
- Spell Savant Amulet
Gain an additional Level 2 Spell Slot
Location: Vault 1 in the Counting House
------------------------------
Rings:
- Band of the Mystic Scoundrel
After hitting a creature with a Weapon Attack, can cast an Illusion or Enchantment Spells as a Bonus Action
Location: Looted from a backpack X: -1566 Y: -1522 in the Jungle
------------------------------
Melee Weapons:
- Belm
+2 Enchantment
Whirlwind Attack (Short Rest)
Strike all nearby foes, making separate Attack Rolls for each
Perfectly Balanced Strike
Bonus Action Normal Damage Weapon Attack
Location: Jaheira’s Basement
- Duellist’s Prerogative**
Rapier
+3 Enchantment
+1d4 Necrotic Damage
+1 Reaction per turn
While Off-Hand is empty, score a Critical Hit when rolling a 19
Can use a Reaction to deal additional Necrotic Damage equal to Proficiency Bonus on successful hit
Challenge to Duel
Cause target to have Disadvantage on Attack Rolls against anyone but caster
Target possibly might Bleed after being hit by caster
Dueller’s Enthusiasm
Bonus Action normal weapon attack
Location: Reward for completing the quest Save Vanra
- Crimson Mischief
Shortsword
+2 Enchantment
+1d4 Necrotic Damage
Main Hand Only: +1d4 Piercing Damage to targets with less than 50%HP
Main Hand Only: +7 Piercing Damage when attacking with Advantage
Off-Hand Only: Add your Ability Modifier to the damage
Location: Dropped by Orin
- Bloodthirst
Dagger
+2 Enchantment
Bound Weapon
Number needed to roll a Critical Hit is reduced by 1
True Strike (Bonus Action) (Cantrip) (Short Rest)
Main Hand: On hit, target becomes Vulnerable to Piercing Damage
Off-Hand: When a creature misses you with a Melee Attack, gain True Strike
Off-Hand: +1 AC
Location: Reward for defeating Orin during Get Orin’s Netherstone
------------------------------
Ranged Weapons:
- Hellrider Longbow
+3 Initiative
Advantage on Perception Checks
Once per turn, a creature hit by this weapon will possibly be afflicted with Faerie Fire
Location: Sold by Ferg in Rivington
- The Dead Shot
Longbow
+2 Enchantment
Number needed to roll a Critical Hit is reduced by 1
Wielder doubles Proficiency Bonus when rolling Ranged Attacks with this weapon unless they have Disadvantage
Location: Sold by Fytz the Firecracker at the Stormshore Armoury in Lower City