With Baldur's Gate 3's final big patch, the Bladesinger makes their proud and overdue debut into the lineup of the strongest subclasses available in the vanilla. Bragging a huge field of versatility, there are few other subclasses that can go toe-to-toe with the Bladesinger's malleable style.

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While there are many options to build a Bladesinger, the strongest builds will lean into the Bladesinger's special feat: Bladesong. Without requiring an action or bonus action, the Bladesinger can become an unhittable, damage-dealing striker that puts other frontline units to shame.

Best Bladesinging Wizard Races And Backgrounds

Mobility and resistances are important for a class that is going to be spending a lot of time running as a group's striker (that is, acting as a frontline attacker).

Functionally, the best races for the Bladesinger are:

  • Half-Orcs - Extra critical damage.
  • Wood-Elves (or Wood Half-Elf) - Fey Ancestry and Extra Movement.
  • Githyanki - Free Misty Step .

You can also elect to take a Tiefling or Dragonborn for the free resist against one damage type.

For Backgrounds, you'll want Backgrounds featuring an Intelligence skill:

  • Acolyte (Insight and Religion)
  • Guild Artisan (Insight and Persuasion)
  • Noble (History and Persuasion)
  • Sage (Arcana and History)

Choosing the Dark Urge is not necessarily recommended for this build. You will receive certain bonuses that are helpful to any build, but Bladesinger does not benefit from a Dark Urge more than any other.

Multiclassing As A Bladesinging Wizard

Multiclassing a Bladesinger can really hurt its effectiveness. It comes at the cost of fewer Bladesong charges and losing access to higher-level spells.

It is not generally recommended to multiclass the Bladesinger, but there is one potential class destined for greatness:

One level dip into Hexblade Warlock

By dipping a single level into Hexblade Warlock, you'll be able to use your Charisma modifier instead of Strength or Dexterity with your melee weapon. Additionally, your hits will deal extra damage, and you may heal.

This multiclass will render using the Infernal Rapier unnecessary. This will give you the ability to instead use a Longsword, like Phalar Aluve, for a different but equally devastating build. This, however, will mean that you will want a different Ability Score spread than the one we have provided below.

Best Bladesinging Wizard Spells

Spell Level

Best Spell Choices

Cantrips

Booming Blade, Ray of FrostShocking Grasp

One

Magic Missile, Mage Armour, Shield

Two

Misty Step, Magic Weapon, Mirror Image

Three

Counterspell, Haste, Glyph of Warding

Four

Confusion, Fire Shield, Evard's Black Tentacles

Five

None

Six

Eyebite: Asleep, Otto's Irresistible Dance, Wall of Ice

Although the Bladesinging Wizard can have up to Level Six spells, it really only needs spells up to the third level. You'll find yourself rarely using higher-level spells and more often enjoying the extra spell slots.

Your cantrip selection should include Shocking Grasp for the ability to run away and cancel reaction attacks against you, while Booming Blade will give you some critical extra damage.

Leveling up, you'll want Mage Armor for extra protection (if you're playing a Dexterity build) and Shield for emergencies.

Damage spells at the first level are not necessarily needed. Magic Missile will help with the Auntie Ethel fight, and Chromatic Orb will have its uses destroying pesky sentries, but you should save any other damaging spells for being learned via gold and spell scrolls.

As you continue into the second spells, you'll have two main priorities:

  • Armor Class (AC)
  • Movement

The second is easily taken care of with Misty Step.

While you do have access to Blur - and it can certainly also be useful - we found more success with Mirror Image as it does not require Concentration to maintain, leaving you free for other Concentration spells.

Finally, the bread-and-butter of the build is evened out with your third-level spells.

Haste will give you additional AC while allowing you to bring the hurt as a striker. As this build is vulnerable to spell attacks that use DC instead of To Hit mechanics, Counterspell should be prepared as well.

Finally, Glyph of Warding will allow you to play the field. We found a good strategy was to use the Sleep option, narrowing down threats that might overwhelm the Bladesinger.

We also found ourselves using Slow very often in this build. This plays well in a team setting with multiple high-HP enemies, cutting their movement speed and options drastically.

The late wizard levels matter far less. Staying a wizard at higher levels is done solely for the benefits of the subclass's features and not necessarily spells.

You will have a lot of versatility, however, and the following spells will cover bases where the Bladesinger might face challenges:

  • Ice Storm - Covers weakness to swarming swathes of enemies and area control
  • Confusion - Creates openings for large numbers of enemies for both self and allies without potential area obstacles
  • Fire Shield - Punishes the rare enemy that might break through your AC
  • Wall of Ice - Zone enemies you don't want in your face yet
  • Otto's Irresistible Dance - Create Prone opening for Advantage on melee attacks

Best Bladesinging Wizard Ability Scores And Feats

Ability

Base Score

Goal Scores

Method Achieved

Strength

8

8

--

Dexterity

16

18

Ability Score Improvement +2

Constitution

14

23

Amulet of Greater Health

Intelligence

16

20

Ability Score Improvement +2, +1 Mirror of Loss, +1 Auntie Ethel

Wisdom

10

10

--

Charisma

10

11

+1 Mirror of Loss

This build primarily sets its sights on increasing Intelligence in preparation to use as a modifier for the Infernal Rapier, casting your Wizard spells, and increasing your bonuses from Bladesong.

Dexterity will give this build an amazing start with weapons beforehand while increasing AC. Constitution is a must for maintaining important spells later on, such as Haste.

If you're a character who will be spending a lot of time talking, you can swap out Constitution for Charisma as needed. It is a risky endeavour, but it is a manageable one with this build's high AC.

As you begin your journey as a Bladesinging Wizard, you'll be asked which weapon you wish to be proficient in.

For the purposes of this specific build, you'll want to choose the Rapier.

Your first upgrade at Level 4 should be given to the feat: Defensive Duelist. This will increase your survivability without having to use spell slots on your Shield spell.

You'll have another upgrade at Level 8 and 12, and these should be Ability Score Upgrades for Intelligence first and then Dexterity.

You can switch Defensive Duelist or your Dexterity upgrade for the Alert Feat if you find yourself in higher-levels of difficulty too far down in the turn order too frequently.

Best Bladesinging Wizard Equipment

Equipment Type

Equipment Piece

Act Available

Effect

Method Obtained

Helm/Hat

Hood of the Weave

3

Gain +2 to your Spell Attacks and Spell Save DC.

Sold or dropped by Mystic Cambion in Philgrave's Mansion.

Armor

Obsidian Laced Robe

2

Gain resistance to Fire damage and deal 1d4 Fire damage to an enemy in response to succeeding against their spell's Saving Throw.

Sold by Quartermaster Talli in Last Light Inn.

Moon Devotion Robe (Dark Urge or Evil)

2

While using Mage Armour, all successful saving throws deal the enemy caster 1d4 Radiant Damage. Acquire Advantage on Constitution Saving Throws, +1 to all Saving Throws, and the Lunar Bulwark spell.

Dropped by Isobel after killing her.

Robe of the Weave

3

Gain +1 to spell attack rolls and Spell Save DC. When saving against a spell, the wearer also regains 1d6 health.

Found in the Ramazith Tower. Must complete the puzzle to free it from Globe of Invulnerability.

Gauntlets

Daredevil Gloves

2

Allows the casting of ranged spell attacks as melee attacks when adjacent to enemies. Gain +1 to spell attack rolls.

Sold by A'jak'nir Jeera at Rosymorn Monastery's Creche.

Boots

Disintegrating Night Walkers (optional)

1

Gain free cast of Misty Step and cannot slip. Wearer cannot be Enwebbed, Ensnared, or Entangled.

Drop by defeating Nere in Grymforge.

Helldusk Boots

3

Cannot be forcibly moved and ignore the effects of Difficult Terrain. Additionally, gain the ability to auto-succeed on a Saving Throw you failed and to teleport while dealing 2d8 Fire damage where you land in a 3m radius.

Found in a chest in Wyrm's Rock in Gortash's room.

Cape

Cloak of Displacement (For Avoidance)

3

Enemies have disadvantage on attacks made against you until you take damage.

Sold by Danthelon in Rivington at Danthelon's Dancing Axe (the Harper's Sanctuary).

Cloak of the Weave (For Damage)

3

Gain +1 to spell attack rolls and Spell Save DC. When taking elemental damage, take half damage and deal 1d6 of that damage type on your next attack.

Sold by Helsik at the Devil's Fee.

Ring #1

Ring of Arcane Synergy

2

Gain 2 turns of Arcane Synergy after you deal damage with a cantrip.

Dropped by Gish Far'aag in the Rosymorn Monastery Creche.

Ring #2

Strange Conduit Ring

1

Deal +1d4 Psychic damage with weapon attacks while concentrating on a spell.

Inside a chest in the Inquisitor's Chamber in Rosymorn Monastery Creche.

Amulet

Necklace of Elemental Augmentation

1

Allows you to add your spellcasting modifier to the damage dealt with cantrips.

Inside a display case in the Inquisitor's Chamber in Rosymorn Monastery Creche.

Amulet of Greater Health

3

Set your Constitution to 23 and gain advantage on Concentration saving throws.

Found in the Archives Room in the House of Hope.

Melee Hand Weapon

Sword Of Screams

1

Deal extra 1d4 Psychic damage on every hit.

Chosen reward for saving Ambassador Florrick from the burning building at Waukeen's Rest.

Infernal Rapier

2

Use your spellcasting modifier instead of your Strength or Dexterity for weapon hits and damage. Additionally, gain a +1 to your Spell Save DC and the ability to summon a Cambion ally.

Found in the depths under Moonrise Tower as a reward for freeing Mizora. You must bring Wyll with you to receive this weapon.

Duelist's Prerogative

3

+3 Legendary rapier. Grants ability to cast Challenge to Duel, -1 to your Critical Hit requirement, and +1 Attack and Reaction per turn. When striking with this weapon, you can add Necrotic damage equal to your proficiency bonus on a strike in return for a Reaction.

Given as a reward from Lora for saving Vanra from Auntie Ethel.

Ranged Weapon

Bow of Awareness

1

Gain +1 to your initiative.

Sold by Roah Moonglow at any of her multiple locations. Sells this earliest at the Goblin Camp in Act One.

Gontr Mael

3

Gives free five-turn Haste with no downsides (this is the focus on this build), a cast of Guiding Bolt with each attack, and Bolt of Celestial Light special ability.

Loot reward for defeating the Steel Watcher Titan at the Steel Watch Foundry.

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The Bladesinger's primary focus is on obtaining and using the Infernal Rapier. This will allow the Intelligence score to be used with your weapon.

After reaching deep into Act Three,you may wish to switch out your Infernal Rapier for the Duelist's Prerogative. This, however, is not necessary for the build.

Around your weapon, you'll want two things:

  1. Items that increase your Spell Hit and Spell Save DC.
  2. Items that give you Arcane Synergy.

Additionally, the Amulet of Greater Health is highly useful in that it will ensure that you'll both fix the squishiness of your wizard while ensuring your concentration spells are not prematurely ended.

If you enjoy using mods, now officially supported, with your gameplay, and wish to keep this build but want a different weapon, we suggest using the "Phalar Aluve as a Rapier" mod. We had tremendous fun with it in this build, and it felt very thematic.

How To Use A Bladesinging Wizard - Battle Tips, Strategy, And Analysis

The endgame of the Bladesinging Wizard build should be similar to:

Ability Scores

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

8 (-1)

18 (+4)

23 (+6)

20 (+5)

10 (0)

10 (0)

Health

122

AC

16-32

Spell Save DC

22

Top 5 Prepared Spells

Haste, Shield, Mirror Image, Mage Armour, Counterspell

Feats

Defensive Duelist, Fleet of Foot, Extra Attack, Bladesong, Song of Defence, Training in War and Song, Fey Ancestry

As a striking magic unit, the Bladesinger will be spending a lot of time in melee with other units. However, until the third act, the Bladesinger suffers from a slightly squishy stature.

Without Counterspell, it can be weak to the effects of mental spells like Fear or Confusion, making it a must-have in the midgame.

A successful Bladesinger will come prepared to any fight with Mage Armour already equipped.

During your first round of combat, you'll want to prepare your defenses:

  1. If you're a high enough level, use Haste first.
  2. Follow up with Mirror Image .
  3. Turn on your Bladesong and move into your desired location.

With all your buffs on, you're looking at as high as 32 AC. There are very few units in the game that can strike you with such a number, so it's generally safe to move your wizard into frontline combat at this point. You should ideally target ranged units that would have disadvantage against hitting you in melee range.

As you concentrate on Haste (or perhaps another Concentration spell, should the need arise), you'll be able to deal additional damage with your weapon attacks.

However, your first attack should always be a cantrip spell - either a Ray of Frost or Bone Chill while approaching or a Shocking Grasp in melee. This will activate your Arcane Synergy.

Throughout combat, every third round should have a cantrip spell casted.

Although Song of Defence will help your survival in later levels, you'll likely need to retreat from certain situations in the early and mid-game. In such an event, use Shocking Grasp to retreat.

Otherwise, you can use Bladesong Climax to heal yourself as needed (ending your Bladesong).

For maximum effect, you can detonate Bladesong near the end of combat or on your final turn of Bladesong to deal a large amount of damage as a Bonus Action.

As necessary, you can swap between the frontlines and back of your party. The field will dictate where your Bladesinger would be most suited.

With so many buffing spells, you can even have your Bladesinger relinquish control of the frontlines to another character that might be better for the situation.

No matter where you are or who you face, your Bladesinger's versatility will mean you'll always have a path around any obstacle.

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