Advantage on initiative, can’t be surprised as easily, etc. You are basically initiative cheating from level 1.
Origin feat: Lucky
3 Luck points / long rest, reroll d20s for “nope, try again.”
So at level 1 you’re already:
INT 17, DEX 15, CON 14
Lucky + Alert
High initiative, built-in reroll shenanigans, good saves / AC trajectory.
Cantrips known (4):True Strike, Mind Sliver, Fire Bolt, Mage Hand (True Strike and Mind Sliver are your tempo and debuff glue; Fire Bolt is your clean ranged filler.)
Level 1 spells (prepare INT mod + 1 = 4 at start): Put these in the book: Shield, Find Familiar, Feather Fall, Detect Magic, Grease, Longstrider. Prepare: Shield, Find Familiar, Grease, Detect Magic.
Role at level 1: scout/control wizard with emergency AC spike. Familiar delivers Help/flanking and triggers.
Level 2 (Wizard 2)
Feature: Arcane Recovery (+ slots on short rest)
Add 2 spells to book:Magic Missile, Tasha’s Hideous Laughter
Prep focus: keep Shield, plus encounter glue (Grease/Laughter) and utility.
Level 3 (Wizard 3): Bladesinger online
Subclass: Bladesinging (martial melee weapons; Blade Song; you attack with INT instead of STR/DEX as per your table’s update)
Add 2 spells:Misty Step, Mirror Image
Prepare:Misty Step, Mirror Image join your core.
Tactics: start fights with Blade Song; you’re now a mobile skirmisher with panic-button reposition.
Level 4 (Wizard 4) — Feat: War Caster (+1 INT)
Advantage on Con saves to maintain concentration; cast with hands full; OA-casting unlocked.
Add 2 spells:Invisibility, Web
Prepare: Web becomes your first great lane control.
Level 5 (Wizard 5)
Tier bump (3rd-level spells): The engine lights up.
Openers: Blade Song → position → Telekinetic shove/pull to align enemies into Web/Pattern/Wall lines or peel threats off allies.
Mid-fight rhythm: Maintain Haste/Pattern/Wall as needed; Counterspell key enemy actions; Steel Wind Strike or Laeral’s Silver Lance to finish soft targets.
Boss lines:Hold Monster after Mind Sliver debuff, or Wall of Force to isolate. Drop Mordenkainen’s Sword or Blade of Disaster to grind a locked target.
Defense: At-will Shield and Misty Step (18th) plus Blade Song keeps you upright while you direct traffic.
Final core stats (no items)
By level 20 (ignoring tomes/gear):
STR 8
DEX 16
CON 14 (solid enough, you’re not supposed to be a barbarian)
INT 20
WIS 11
CHA 8
Feat summary:
Origin feat: Lucky
Background feat: Alert (Guard)
4: War Caster (+1 INT)
8: Speedy (+1 DEX)
12: Mage Slayer (+1 INT)
16: Telekinetic (+1 INT)
19: Boon of Dimensional Travel (Epic)
All legal for 2024 rules, all stacked toward max INT, good DEX, stable CON, and your “telekinetic warlord” theme.
So what bullshit can this thing pull off solo?
Now to the fun part: what this thing can do alone, no party crutch, just you, your sword, your spellbook, and a bad attitude.
I’ll stick to high-level / level 20 behavior, because that’s where the dumb really shines.
1. Near-untouchable duelist
Your defensive stack, solo:
High base AC from DEX 16 + Bladesong + no armor tax
Shield (1st-level) as Spell Mastery: at-will, no slots, +5 AC whenever you feel like it
Lucky to reroll that one attack / save that would actually matter
Mage Slayer to punish enemy casters who try to out-magic you in melee
Against any mundane melee bruiser, you functionally say:
“You can try to hit me, but you’re burning through attack rolls, not HP.”
Solo, that means you can take on “this is meant for a whole party” melee threats and just grind them down.
2. You cannot be pinned down
Mobility solo is disgusting:
Speedy feat: higher base speed, better battlefield movement
Boon of Dimensional Travel: bonus-action teleport every round
Misty Step via Spell Mastery: at-will “oh look, I’m over here now”
Dimension Door / Teleport / Demiplane / etc in your slots if you feel like overkill
Any attempt to:
Grapple you
Surround you
Lock you in melee
Fails, because you simply teleport out, then Blade Song back in where you want to be.
Solo that means:
Kiting dragons or giants
Climbing impossible terrain fights
Staying at the right distance to control or dissect enemies without ever trading hits you don’t approve of.
3. Battlefield commander… without a battlefield
Even solo, Telekinetic turns you into your own personal Warlord:
Bonus-action shove/pull every round (no hands, no checks, just “move”)
You can:
Yank enemies off cliffs / ledges / platforms
Pull them into your Web / Hypnotic Pattern / Sleet Storm / Wall of Fire / Gravity Well nonsense
Push melee threats back out of range, then step in on your own terms
You don’t even need allies to exploit this. The environment is your teammate.
Examples of solo bullshit:
Tight bridge? You stand at the middle, Blade Song up, Telekinetic shove + Repelling/positioning + control spells → things just fall.
Narrow hallway? You drop Web/Hypnotic Pattern, use Telekinetic each round to drag anything that saved back into the mess.
4. Insane mixed offense: melee + spell weave
Because you’re INT 20 and Bladesong is letting you use INT to attack:
You’re swinging with full caster stat to hit and damage
You still have:
Steel Wind Strike as your Jedi anime teleport stab ability
Laeral’s Silver Lance for ranged surgical target destruction
Blade of Disaster for obscene crit-fishing single-target blender mode
Mordenkainen’s Sword for sustained, concentration-based chopping
Solo, that gives you:
Burst turns: True Strike → Steel Wind Strike, or Hex / debuff into Blade of Disaster
Sustained damage: Laeral’s Silver Lance + melee follow-ups, plus at-will cantrips if you need to conserve
And thanks to Lucky, you can rig key hits / saves in your favor when it actually matters.
5. Encounter deletion by control alone
Even with nobody to “follow through,” you can solo many encounters simply by making them not function:
Hypnotic Pattern: mass stun the battlefield; pick things off one at a time
Wall of Force: jail the big threat; erase its minions, then focus it 1v1
Banishment: send something away while you clean up
Maze: park a brute off-plane while you deal with everything else
Forcecage (if allowed): “you sit there and think about what you’ve done”
Solo, that looks like:
Round 1: Hypnotic Pattern, 70% of the encounter is now ornamental. Round 2+: You walk between statues and either kill them or bind them with other spells as they wake up one by one.
You’re not just killing monsters; you’re turning fights into private puzzles.
6. Strip-you-naked-in-a-cell scenarios
You’ve been obsessed with the “naked with a chair leg” test, so yes, even then you’re a menace.
Assume:
No gear, but you still have class features, feats, and spells (book somewhere reachable eventually).
You still have:
Cantrips: Fire Bolt / Mind Sliver / utility to harass and work problems
Telekinetic: bonus-action shove/pull with your mind, no hands needed
Lucky: reroll key skill checks / strikes / saves on your way out
Misty Step (once you get your spells, and then at-will at 18) to slip through bars/windows/line-of-sight gaps
Blade Song using any improvised weapon (chair leg) as your focus + martial weapon analogue
You can:
Bait guards
Shove them into each other / into hazards
Grab a weapon or stick on round 1 and immediately be an Int-based blender
Use teleportation plus control spells to exit the facility and leave it a physics experiment
The only other class that laughs this hard at “you’re stripped and jailed” is a truly optimized monk. You’re in that category.
7. Anti-caster terror
Between:
Mage Slayer
High INT + high save DCs
Counterspell, Dispel Magic, Globe of Invulnerability, Mind Blank
Your mobility + Telekinetic control
You’re a one-person “caster suppression squad.”
Solo vs a spellcaster-heavy encounter, you can:
Close distance safely using teleports
Force them into melee so Mage Slayer turns on
Counterspell their real spells, beat them on initiative (Alert + high Dex), and lock them down with Hold Monster / Blade of Disaster / Laeral’s Silver Lance
The wizard duel fantasy? You’re the bad ending for the other one.
8. Long-haul endurance
With:
Arcane Recovery (extra slots on short rest)
Spell Mastery (infinite Shield and Misty Step)
Potential Signature Spells at 20 (e.g. free cast of Haste + Counterspell or other 3rd-level staples)
You can solo multiple encounters per day while using very few actual slots:
Low–mid fights: solved with cantrips + Shield + Misty Step + Telekinetic + one control spell
Big fights: you layer your serious slots, but still don’t have to blow everything every time
You’re not “one nova and done.” You’re an all-day problem.
So yes, corrected for 2024 rules:
You hit INT 20 without cheating
Dex sits at a healthy 16
Con at 14, supported by Shield/Mirror/teleport spam so your actual HP loss is low
You get Lucky, Alert, War Caster, Speedy, Mage Slayer, Telekinetic, Boon of Dimensional Travel all legally
And solo, this thing can:
Out-duel most martials
Outmaneuver most monsters
Out-control most encounters
And walk out of “you wake up in a cell with a chair leg” scenarios in a way that would make a DM question their life choices.
Other options:
Shared baseline (all 4)
All of them are:
Bladesinger wizards, 20 INT / high DEX build
Core feats already taken:
4: War Caster
8: Speedy
12: Mage Slayer
16 is where they diverge into their “path” feat
20: Boon of Dimensional Travel because of course nothing is allowed to pin them down
So they all get:
Dumb AC with Blade Song + Shield
Solid DPR from melee + cantrips + Steel Wind Strike + Laeral’s Silver Lance + Blade of Disaster nonsense
Stupid mobility & reaction economy
Wizard spell list filth
Then level 16 feat defines their role.
1. Path of the Warlord – Telekinetic
Feat at 16:Telekinetic
Role: Battlefield commander / controller / shover of idiots
What they do:
Use Telekinetic shove every round to:
Pull enemies into kill zones
Push them off cliffs / out of cover / out of melee with the squishier ‘singers
Stack this with:
Control spells (Web, Sleet Storm, Wall of Force, etc)
Steel Wind Strike & mobility to always be in the smartest place
On the field, this one is:
Calling positions
Collapsing flanks
Fixing bad ally positioning by shoving enemies or clearing space
This is the one that makes the fight look choreographed.
2. Path of the Duelist – Defensive Duelist
Feat at 16:Defensive Duelist
Role: Single-target tarpit & duel monster
What they do:
Park on the scariest melee threat and say:
“You fight me. Nobody else.”
Add Defensive Duelist on top of:
High DEX
High INT
Blade Song
Shield
Turns enemy weapon attacks into “sorry, no” on reaction, repeatedly
Their job:
Lock down bosses, champions, big bruisers
Make sure nothing with a sword, axe, claw or tentacle gets past them to the rest of the group
This is the one who stands in front, spins a sword around, and makes martials cry.
3. Path of the Mind – Telepath / Face / Infiltrator
Feat at 16:Telepathic (or equivalent table-legal telepathy/social feat)
Advantage on initiative, can’t be surprised as easily, etc. You are basically initiative cheating from level 1.
Origin feat: Lucky
3 Luck points / long rest, reroll d20s for “nope, try again.”
So at level 1 you’re already:
INT 17, DEX 15, CON 14
Lucky + Alert
High initiative, built-in reroll shenanigans, good saves / AC trajectory.
Cantrips known (4):True Strike, Mind Sliver, Fire Bolt, Mage Hand (True Strike and Mind Sliver are your tempo and debuff glue; Fire Bolt is your clean ranged filler.)
Level 1 spells (prepare INT mod + 1 = 4 at start): Put these in the book: Shield, Find Familiar, Feather Fall, Detect Magic, Grease, Longstrider. Prepare: Shield, Find Familiar, Grease, Detect Magic.
Role at level 1: scout/control wizard with emergency AC spike. Familiar delivers Help/flanking and triggers.
Level 2 (Wizard 2)
Feature: Arcane Recovery (+ slots on short rest)
Add 2 spells to book:Magic Missile, Tasha’s Hideous Laughter
Prep focus: keep Shield, plus encounter glue (Grease/Laughter) and utility.
Level 3 (Wizard 3): Bladesinger online
Subclass: Bladesinging (martial melee weapons; Blade Song; you attack with INT instead of STR/DEX as per your table’s update)
Add 2 spells:Misty Step, Mirror Image
Prepare:Misty Step, Mirror Image join your core.
Tactics: start fights with Blade Song; you’re now a mobile skirmisher with panic-button reposition.
Level 4 (Wizard 4) — Feat: War Caster (+1 INT)
Advantage on Con saves to maintain concentration; cast with hands full; OA-casting unlocked.
Add 2 spells:Invisibility, Web
Prepare: Web becomes your first great lane control.
Level 5 (Wizard 5)
Tier bump (3rd-level spells): The engine lights up.
Openers: Blade Song → position → Telekinetic shove/pull to align enemies into Web/Pattern/Wall lines or peel threats off allies.
Mid-fight rhythm: Maintain Haste/Pattern/Wall as needed; Counterspell key enemy actions; Steel Wind Strike or Laeral’s Silver Lance to finish soft targets.
Boss lines:Hold Monster after Mind Sliver debuff, or Wall of Force to isolate. Drop Mordenkainen’s Sword or Blade of Disaster to grind a locked target.
Defense: At-will Shield and Misty Step (18th) plus Blade Song keeps you upright while you direct traffic.
Level 1: Character creation
Point buy:
Background: Guard
You are basically initiative cheating from level 1.
Origin feat: Lucky
So at level 1 you’re already:
Cantrips known (4): True Strike, Mind Sliver, Fire Bolt, Mage Hand
(True Strike and Mind Sliver are your tempo and debuff glue; Fire Bolt is your clean ranged filler.)
Level 1 spells (prepare INT mod + 1 = 4 at start):
Put these in the book: Shield, Find Familiar, Feather Fall, Detect Magic, Grease, Longstrider.
Prepare: Shield, Find Familiar, Grease, Detect Magic.
Level 2 (Wizard 2)
Level 3 (Wizard 3): Bladesinger online
Level 4 (Wizard 4) — Feat: War Caster (+1 INT)
Level 5 (Wizard 5)
Level 6 (Wizard 6) — Bladesinger feature bump
Level 7 (Wizard 7)
Level 8 (Wizard 8) — Feat: Speedy (+1 DEX, speed/mobility benefits)
Level 9 (Wizard 9)
Level 10 (Wizard 10)
Level 11 (Wizard 11)
Level 12 (Wizard 12) — Feat: Mage Slayer (+1 INT)
Level 13 (Wizard 13)
Level 14 (Wizard 14) — Bladesinger feature bump
Level 15 (Wizard 15)
Level 16 (Wizard 16) — Feat: Telekinetic (Warlord path) (+1 INT)
Level 17 (Wizard 17)
Level 18 (Wizard 18) — Spell Mastery
Shield (1st) and Misty Step (2nd) at-will.
Level 19 (Wizard 19) — Epic Boon: Boon of Dimensional Travel (+1 DEX)
Level 20 (Wizard 20) — Signature Spells
Always-on prepared core (adjust around these)
How to pilot the Warlord path
Final core stats (no items)
By level 20 (ignoring tomes/gear):
Feat summary:
All legal for 2024 rules, all stacked toward max INT, good DEX, stable CON, and your “telekinetic warlord” theme.
So what bullshit can this thing pull off solo?
Now to the fun part: what this thing can do alone, no party crutch, just you, your sword, your spellbook, and a bad attitude.
I’ll stick to high-level / level 20 behavior, because that’s where the dumb really shines.
1. Near-untouchable duelist
Your defensive stack, solo:
Against any mundane melee bruiser, you functionally say:
Solo, that means you can take on “this is meant for a whole party” melee threats and just grind them down.
2. You cannot be pinned down
Mobility solo is disgusting:
Any attempt to:
Fails, because you simply teleport out, then Blade Song back in where you want to be.
Solo that means:
3. Battlefield commander… without a battlefield
Even solo, Telekinetic turns you into your own personal Warlord:
You don’t even need allies to exploit this. The environment is your teammate.
Examples of solo bullshit:
You stand at the middle, Blade Song up, Telekinetic shove + Repelling/positioning + control spells → things just fall.
You drop Web/Hypnotic Pattern, use Telekinetic each round to drag anything that saved back into the mess.
4. Insane mixed offense: melee + spell weave
Because you’re INT 20 and Bladesong is letting you use INT to attack:
Solo, that gives you:
And thanks to Lucky, you can rig key hits / saves in your favor when it actually matters.
5. Encounter deletion by control alone
Even with nobody to “follow through,” you can solo many encounters simply by making them not function:
Solo, that looks like:
You’re not just killing monsters; you’re turning fights into private puzzles.
6. Strip-you-naked-in-a-cell scenarios
You’ve been obsessed with the “naked with a chair leg” test, so yes, even then you’re a menace.
Assume:
You still have:
You can:
The only other class that laughs this hard at “you’re stripped and jailed” is a truly optimized monk. You’re in that category.
7. Anti-caster terror
Between:
You’re a one-person “caster suppression squad.”
Solo vs a spellcaster-heavy encounter, you can:
The wizard duel fantasy? You’re the bad ending for the other one.
8. Long-haul endurance
With:
You can solo multiple encounters per day while using very few actual slots:
You’re not “one nova and done.” You’re an all-day problem.
So yes, corrected for 2024 rules:
And solo, this thing can:
Other options:
Shared baseline (all 4)
All of them are:
So they all get:
Then level 16 feat defines their role.
1. Path of the Warlord – Telekinetic
Feat at 16: Telekinetic
Role: Battlefield commander / controller / shover of idiots
What they do:
On the field, this one is:
This is the one that makes the fight look choreographed.
2. Path of the Duelist – Defensive Duelist
Feat at 16: Defensive Duelist
Role: Single-target tarpit & duel monster
What they do:
Their job:
This is the one who stands in front, spins a sword around, and makes martials cry.
3. Path of the Mind – Telepath / Face / Infiltrator
Feat at 16: Telepathic (or equivalent table-legal telepathy/social feat)
Role: Interrogator, scout, information engine
What they do:
In combat they still bladesing and murder things, but their value spikes when:
This is the spy / handler / interrogator
4. Path of the Storm – Damage / Artillery bent
Since 16 is open here, a few choices depending on taste:
Let’s call this one:
Feat at 16: Elemental Adept (Lightning or Fire)
Role: Designated nuker / finisher
What they do:
This is the one who says:
Level 1: Character creation
Point buy:
Background: Guard
You are basically initiative cheating from level 1.
Origin feat: Lucky
So at level 1 you’re already:
Cantrips known (4): True Strike, Mind Sliver, Fire Bolt, Mage Hand
(True Strike and Mind Sliver are your tempo and debuff glue; Fire Bolt is your clean ranged filler.)
Level 1 spells (prepare INT mod + 1 = 4 at start):
Put these in the book: Shield, Find Familiar, Feather Fall, Detect Magic, Grease, Longstrider.
Prepare: Shield, Find Familiar, Grease, Detect Magic.
Level 2 (Wizard 2)
Level 3 (Wizard 3): Bladesinger online
Level 4 (Wizard 4) — Feat: War Caster (+1 INT)
Level 5 (Wizard 5)
Level 6 (Wizard 6) — Bladesinger feature bump
Level 7 (Wizard 7)
Level 8 (Wizard 8) — Feat: Speedy (+1 DEX, speed/mobility benefits)
Level 9 (Wizard 9)
Level 10 (Wizard 10)
Level 11 (Wizard 11)
Level 12 (Wizard 12) — Feat: Mage Slayer (+1 INT)
Level 13 (Wizard 13)
Level 14 (Wizard 14) — Bladesinger feature bump
Level 15 (Wizard 15)
Level 16 (Wizard 16) — Feat: Telekinetic (Warlord path) (+1 INT)
Level 17 (Wizard 17)
Level 18 (Wizard 18) — Spell Mastery
Shield (1st) and Misty Step (2nd) at-will.
Level 19 (Wizard 19) — Epic Boon: Boon of Dimensional Travel (+1 DEX)
Level 20 (Wizard 20) — Signature Spells
Always-on prepared core (adjust around these)
How to pilot the Warlord path
Bladesinger 1–20
Character Creation (Level 1)
Point Buy:
Background: Guard
Cantrips (4):
Level 1 Spells
In spellbook:
Prepared at level 1 (INT mod + 1 = 4):
Level 2 – Wizard 2
Level 3 – Wizard 3 (Bladesinger Online)
Level 4 – Wizard 4 (Feat: War Caster)
Level 5 – Wizard 5
Optional key pick at this tier for the build concept (if available at your table):
Level 6 – Wizard 6 (Bladesinger Feature)
Level 7 – Wizard 7
Level 8 – Wizard 8 (Feat: Speedy)
Level 9 – Wizard 9
Level 10 – Wizard 10
Level 11 – Wizard 11
Level 12 – Wizard 12 (Feat: Mage Slayer)
Level 13 – Wizard 13
Level 14 – Wizard 14 (Bladesinger Feature)
Level 15 – Wizard 15
Level 16 – Wizard 16 (Feat: Telekinetic)
Level 17 – Wizard 17
Level 18 – Wizard 18 (Spell Mastery)
Level 19 – Wizard 19 (Epic Boon: Boon of Dimensional Travel)
Level 20 – Wizard 20 (Signature Spells)
Common “Always Prepared” Core (Adjust Per Campaign)
Defense / Reaction:
Control / Shaping:
Strike / Finish:
Utility / Operations: