Hi everyone!! This my first post here and I hope there will be a lot more. I'm playing my first campaign in my life and I'm trying to get a powerful character in terms of damage. The question is which feat and spells can you recommend me at Lvl 4. But first of all I have to tell you about my character and some home rules that our DM stated.
About the rules
We are playing the Lost Mine of Phandalin 5e.
> Making an attack with dual wielding works as an Action (not as a Bonus Action), with one attack roll for each attack.
> A character can cast spells wielding two weapons (like War Caster feat)
> One can use Booming Blade/Green Flame Blade with Shadow Blade
Bladesinger Lvl 3 reaching level 4 soon... Weapons: Two Scimitars (1d6) > 1d6+Dex(3) and 1d6 (I know that Rapiers are better in terms of damage, but I prefer Scimitars because of the aesthetic xD) Cantrips: Green Flame Blade (other cantrips are irrelevant in combat) Spells: Burning Hands, Chromatic Orb, Agannazzar Scorcher, Shadow Blade, Shield (other spells are irrelevant in combat)
In level 4 I was thinking about taking Booming Blade as cantrip. The main doubt is which feat I should take?
Mobile > Hit and run. With this I can use Booming Blade and attack with my 2nd Scimitar and then flee without Opportunity Attack and maybe make the enemies chase me to take 1d8 damage because of the Booming Blade.
Metamagic Adept > Taking Quickened Spell, I can cast spell as Bonus Action. So for example, I can make Attacks with Scimitars and then cast Burning Hands or Agannazzar Scorcher with this feat. In this case probably I only use this once per game, because we usually do one long rest.
Any advice is welcome, you can tell me too about what spells take or any strategy about taking advantage of that Bonus Action (I thought about imbue my weapons).
If you have the player's handbook, i reccomend taking the feat Magic Initiate, since it gives you two more cantrips and a first level spell from any class.
Thanks for your answer! I've never thought about taking Magic Initiate, because I usually focus in using only one spell and one cantrip. But maybe its useful to have more for other situations and outside of combat.
Taking Mobile was my decision in first place but I don't know if its better to make a lot damage in one or have the advantage of flee without being hit. I have to take the decision in today's session so we will see... I think I will take mobile as you advice.
Mobile is great for getting into melee as well, and not wasting an extra round engaging. It maybe isn't quantifiable because it's hard to say how often this comes up, but mobility just opens up so many more opportunities.
Id go with mobile. it will go well with your two weapon fighting, have synergy with your blade cantrips, stack with your already boosted blade song speed, have synergy with your extra attack at level 6, and make steel wind strike even more awesome at level 9.
steel wind strike would allow you to target up to 5 creatures for individual 6d10 melee spell attacks. normally you would hope one of the targets would die to allow a teleport to their and reposition without fear of being attacked. Mobile solves that since none of the targets, alive or dead, would be able to opportunity attack you after you cast.
Mobile will consistently reward you by helping you finish your turn by moving to a safer area. You don't have to cast the shield spell if the enemy cant reach you with melee or target you at range because you've found cover.
Thanks a lot! Finally I've decided to take Mobile. I think its fun to imagine a Bladedancer dancing and making flips while slashing enemies with both swords. In the end our DM let the rule of dual wielding as original rules (Action to attack with one hand, bonus to attack with the other). Anyway, I think it is the best. Today I noticed an important thing about casting spells. It is that you can't cast more than one spell per turn, so with Metamagic you can't cast two Fireballs for example (one as Action and one with Bonus Action with Quickened Spell).
I was thinking about casting Shadow Blade in my left hand. With this I can cast spells like Agannazzar and Burning Hands or hit with Booming or GFB, and with my Bonus Action atttack with the Shadow Blade.
Thanks a lot to everyone :D
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Hi everyone!! This my first post here and I hope there will be a lot more. I'm playing my first campaign in my life and I'm trying to get a powerful character in terms of damage. The question is which feat and spells can you recommend me at Lvl 4. But first of all I have to tell you about my character and some home rules that our DM stated.
About the rules
We are playing the Lost Mine of Phandalin 5e.
> Making an attack with dual wielding works as an Action (not as a Bonus Action), with one attack roll for each attack.
> A character can cast spells wielding two weapons (like War Caster feat)
> One can use Booming Blade/Green Flame Blade with Shadow Blade
Bladesinger Lvl 3 reaching level 4 soon...
Weapons: Two Scimitars (1d6) > 1d6+Dex(3) and 1d6 (I know that Rapiers are better in terms of damage, but I prefer Scimitars because of the aesthetic xD)
Cantrips: Green Flame Blade (other cantrips are irrelevant in combat)
Spells: Burning Hands, Chromatic Orb, Agannazzar Scorcher, Shadow Blade, Shield (other spells are irrelevant in combat)
In level 4 I was thinking about taking Booming Blade as cantrip. The main doubt is which feat I should take?
Any advice is welcome, you can tell me too about what spells take or any strategy about taking advantage of that Bonus Action (I thought about imbue my weapons).
Feel free to comment some advices or other feats.
Thank you in advance!!!
If you have the player's handbook, i reccomend taking the feat Magic Initiate, since it gives you two more cantrips and a first level spell from any class.
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If you want to use the Booming Blade or Green flamed, I suggest mobile. Key ability makes using those cantrips much more practical.
Thanks for your answer! I've never thought about taking Magic Initiate, because I usually focus in using only one spell and one cantrip. But maybe its useful to have more for other situations and outside of combat.
Taking Mobile was my decision in first place but I don't know if its better to make a lot damage in one or have the advantage of flee without being hit. I have to take the decision in today's session so we will see... I think I will take mobile as you advice.
Thanks!!!
Mobile is great for getting into melee as well, and not wasting an extra round engaging. It maybe isn't quantifiable because it's hard to say how often this comes up, but mobility just opens up so many more opportunities.
Id go with mobile. it will go well with your two weapon fighting, have synergy with your blade cantrips, stack with your already boosted blade song speed, have synergy with your extra attack at level 6, and make steel wind strike even more awesome at level 9.
steel wind strike would allow you to target up to 5 creatures for individual 6d10 melee spell attacks. normally you would hope one of the targets would die to allow a teleport to their and reposition without fear of being attacked. Mobile solves that since none of the targets, alive or dead, would be able to opportunity attack you after you cast.
Mobile will consistently reward you by helping you finish your turn by moving to a safer area. You don't have to cast the shield spell if the enemy cant reach you with melee or target you at range because you've found cover.
Thanks a lot! Finally I've decided to take Mobile. I think its fun to imagine a Bladedancer dancing and making flips while slashing enemies with both swords. In the end our DM let the rule of dual wielding as original rules (Action to attack with one hand, bonus to attack with the other). Anyway, I think it is the best. Today I noticed an important thing about casting spells. It is that you can't cast more than one spell per turn, so with Metamagic you can't cast two Fireballs for example (one as Action and one with Bonus Action with Quickened Spell).
I was thinking about casting Shadow Blade in my left hand. With this I can cast spells like Agannazzar and Burning Hands or hit with Booming or GFB, and with my Bonus Action atttack with the Shadow Blade.
Thanks a lot to everyone :D