Two things to flag before I make changes — one factual correction and one structural conflict with your own house rule.
Defender is actually Legendary rarity, not Very Rare
I want to make sure this doesn't slip through: the Defender weapon (the one that lets you shift its +3 bonus between attack/damage and AC each round) is Legendary in the official rules, not Very Rare. Since you set a one-legendary-item limit two messages ago, and Robe of the Archmagi is currently filling that slot, adding Defender would mean either breaking your own cap again or replacing Robe entirely.
Defender is actually a great thematic fit for a Bladesinger — it's built around the exact "sometimes I'm attacking, sometimes I need AC" flexibility your class already has with Bladesong. But swapping it in for Robe means losing Robe's advantage on saves vs. magic and the flat AC/DC boost, which was your main answer to the magic half of the 50/50 campaign.
Before I touch the weapon, which do you want:
- Defender replaces Robe as your one legendary (gain flexible attack/AC allocation, lose magic-save advantage and the DC bonus), or
- Keep Robe, and I find you a genuinely Very Rare weapon with more character than a flat +3 (e.g., Frost Brand, Nine Lives Stealer) instead of Defender?
I'll hold off on the weapon swap until you confirm. Meanwhile, here's the ability score and feat rework, which I can apply cleanly either way:
Ability scores: Int 22 / Dex 20
Between the two options you offered, I picked Int 22 / Dex 20 rather than the reverse — Int is the stat doing double duty in this build (melee attack/damage and spell attack/DC under 2024 Bladesong), so maximizing it returns more value than maximizing Dex, which mostly just affects AC (already very high) and initiative.
The cost: getting there needs a 5th point of stat investment beyond what 2 ASIs provide, so War Caster gets converted into a third ASI — you lose advantage on Concentration saves entirely. That's a real defensive downgrade worth being honest about, especially in a 50/50 campaign with AoE-slinging casters.
| Before | After | |
|---|---|---|
| INT | 20 | 22 (mod +6) |
| DEX | 21 | 20 (mod +5, unchanged) |
| Feats | Tough, Alert, War Caster | Tough, Alert (War Caster removed — all 3 general slots now pure ASI) |
| AC (Bladesong) | 25 | 26 |
| Spell save DC | 20 | 21 |
| HP | 106 | 106 (unchanged) |
Let me know your call on Defender vs. Robe, and I'll finalize both files with the complete picture.
Good — that keeps things clean. Applying the ability score and feat changes now, with the +3 Longsword staying as-is.
Now update the level progression table and feats:
Now update the Feats Summary section:
Now let's update the Bladesong AC bonus, prepared spell count, and other Int-mod-dependent values:
Now the AC/DC/Initiative table and closing sections:
Now let's fix the closing "Why this build" section which still references War Caster and old stats:
Also the "Defensive Package" section's War Caster reference needs updating since it no longer applies:
That section only exists in the docx. Now let's update the docx script comprehensively:
Let's update all of these systematically:
Now the level progression table and feats section:
Now the Feats Summary section:
Now the Bladesong section, prepared spell count, and AC/DC table:
Now the final AC/DC table and closing Bladesong uses / War Caster bullet:
Now let's fix the "Defensive Package" bullet referencing War Caster:
Now let's regenerate and do a thorough verification:
Everything checks out consistently. Let's clean up and share the final files:
Both files updated and fully consistent. Final state of the build:
| Value | |
|---|---|
| Ability scores | STR 8 / DEX 20 / CON 15 / INT 22 / WIS 10 / CHA 10 |
| Feats | Tough, Alert (War Caster gone — all 3 general ASI slots are now pure stats) |
| AC (Bladesong) | 26 |
| Spell save DC | 21 |
| Initiative | +10 |
| HP | 106 (unchanged) |
| Weapon | +3 Longsword (unchanged, Robe stays the sole legendary) |
The one real cost worth keeping in mind going forward: no more advantage on Concentration saves. Your Con save bonus alone (Con 15 → +2, plus proficiency if your class grants it) is now the only thing standing between a big hit and losing Haste, Stoneskin, or Globe of Invulnerability mid-fight. Everything else is a straightforward upgrade.
Yes — I confirmed this is still current as of today: D&D Beyond still doesn't have native Epic Boon support, so the standard workaround is to recreate the boon as a homebrew feat. Here's the step-by-step:
Steps
- Go to the Homebrew section (top menu → Homebrew, or directly at dndbeyond.com/homebrew) and select "Create a Feat".
- Name field: enter the boon's name (e.g., "Boon of Combat Prowess").
- Description field: copy the boon's text from the DMG/2024 rules into this field. You can skip tags and snippets — they don't matter for private homebrew that you're not publishing.
- Add a custom action (if the boon grants an active ability rather than a passive one): most Epic Boons — roughly 80%+ of them — are best modeled this way. There's a button to add a custom action directly on the feat once it's created; fill in the action's name, description, and any limited-use tracking (e.g., "1/long rest") to match the boon's actual limitation.
- Save the action (blue "Save" button), then save the whole feat (orange "Save" button at the top).
- Add the feat to your character sheet — importantly, this has to be done from the character sheet itself, not the character builder/editor (a known quirk people run into). Look for the option to add a feat outside the normal level-up flow, since Epic Boons aren't tied to an ASI/feat slot the way normal feats are.
A couple of known snags
- Boons that add spell slots can't be done directly — D&D Beyond doesn't let a feat modify your spell slot count (spell slots are locked to class level). The workaround is to add a limited-use special action representing the extra slot (e.g., "Extra 9th-level spell slot, 1/long rest") that you manually track and tick off when used, rather than it showing up in your actual slot pool.
- Some people skip the feat approach entirely and instead add the boon as a homebrew magic item that doesn't require attunement, then drop it in inventory — simpler for boons that are mostly passive bonuses.
- If you're using a bot like Avrae for automation, be aware this workaround won't integrate cleanly with it — fine for manual play, but Avrae doesn't parse custom homebrew actions the way it does official content.
Want me to walk through modeling one of the specific Epic Boons from the DMG this way, for your character or otherwise?
Great concept — a boon that leans hard into the Bladesinger's whole "spell and sword as one" identity. Here's the full write-up, followed by exactly how to build it in D&D Beyond.
Boon of the Spellblade
Prerequisite: 19th level, Bladesinger
Your mastery of blade and spell has fused into something beyond mortal skill.
- Your Intelligence, Dexterity, Constitution, and Charisma scores each increase by 2, to a maximum of 24.
- You have advantage on Initiative rolls.
- While your Bladesong is active, your walking speed increases by an additional 10 feet (on top of Bladesong's own bonus).
- Your movement no longer provokes opportunity attacks.
- Once on each of your turns when you take the Attack action, you can make one additional attack. You can replace this extra attack with a cantrip you know that has a casting time of 1 action.
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