So I have spent quite a bit of time trying to make a build that could justify dual wielding in a way that makes it more than just a crappier version of Pole Arm Mastery. This idea revolves around combining the new Crusher feat from Tasha's with the Champion fighter subclass in such a way that it develops sustained chains of crits. I don't think it would out damage standard optimized fighter builds, but it could be a lot of fun?
Loadout Warhammer + Longsword or dual warhammers Plate
Relevant feats Vhuman: Dual Wielding L4: Crusher L6: Slasher or Heavy Armor Mastery (Or piercer, if only maximizing damage) L8: Warcaster
How does it all work? The point of the build is to maximize your chances to crit, and the key is the last property of the crusher feat. On a crit, you get advantage to hit for the rest of your turn. Champion doubles your chance to crit on any given attack. A crit from a bludgeoning weapon will increase the odds of critting (and hitting!) for the rest of your turn. Dual wield gives an additional attack. Slasher is there to swing your longsword for additional attacks once the first crit has landed. The primary properties of both crusher and slasher add a lot of fun control capabilities - a 5 foot push and a speed reduction.
What's up with adding wizard levels? Oddly, I find that 2 levels of wizard adds a lot of tankiness and durability through the shield spell and also through Protection from Evil and Good. It's a situational spell, but that particular situation comes up a great deal. If you go graviturgy, you can impose a 10' speed reduction using an action at will. This combines nicely with the primary benefits of both crusher and slasher. Again, this is situational, but could be great for locking down the fleeing BBEG. Wizard adds a lot of utility through rituals. Finally, your familiar sets up the first attack of the round with advantage. Doubling the chance to crit on your first shot.
Again, I am certain that a standard PAM + GWM build would do more damage overall. But I think this one might give a sort of a Vegas betting feel to the attack rolls - how long can you keep a crit/advantage streak alive? Also, this is a way to make dual wielding and the champion subclass more interesting than they might be otherwise.
An interesting variant is to use four levels of Battlesmith instead of Wizard, on a high elf. This allows the Elvish Accuracy feat, effectively adding a third roll to any advantage situation. The problem is that it does not come online until much, much later. The levelling process would suck. It could be fun for a one shot though.
How does it all work? Run in to engage a melee enemy and using the Bladesinger's Extra attack feature hit them with a normal attack and a Booming Blade. Hit them with your bonus action and knock them back 5 feet. Now assuming they don't have a reach weapon, you can now proceed to walk up to another target to engage them. Have a satisfied little chuckle if your first target moves in order to attack something while triggering more Booming Blade damage.
With more levels in Wizard you get more fun little spells to use.
Dual Wield has higher AC than PAM, both baked right in, and as the potential to use Dex based finesse Rapiers. Two 1d8 attacks (average 9) is more damage than a 1d10+1d4 (average 8). It also is useful for classes and races that can’t use Heavy weapons.
It does not need salvaging.
That said, crit fishing is fun. I think Hexblade instead of Wizard, and Elven Accuracy, is more important than you’re giving it credit for. And, simply riding a mount with Mounted Combatant will get your Advantage ball rolling in most combats, much easier than Crusher. And with Hexblade giving you a a 19-20 crit, I’d skip champion and be a samurai, cavalier, or Paladin instead.
so really... I guess I disagree with MOST of your build :p
Dual Wield has higher AC than PAM, both baked right in, and as the potential to use Dex based finesse Rapiers. Two 1d8 attacks (average 9) is more damage than a 1d10+1d4 (average 8). It also is useful for classes and races that can’t use Heavy weapons.
It does not need salvaging.
That said, crit fishing is fun. I think Hexblade instead of Wizard, and Elven Accuracy, is more important than you’re giving it credit for. And, simply riding a mount with Mounted Combatant will get your Advantage ball rolling in most combats, much easier than Crusher. And with Hexblade giving you a a 19-20 crit, I’d skip champion and be a samurai, cavalier, or Paladin instead.
so really... I guess I disagree with MOST of your build :p
To be honest, I feel a Elven Accuracy Hexblade is way more suited as a PAMlock user than a dual wielder, mainly because Great Weapon Master, PAM and Elven Accuracy is too juicy to pass up. Also your 19-20 crit will only be available against 1 enemy per short rest until you hit level 14 and then you can only have it for 1 combat per short rest whereas the champions 19-20 crit is always up.
My main reason suggesting bladesinger/fighter with Dual Wielder and Crusher is the fun that can be had with Booming Blade and then knocking them back with your offhand bonus attack thus giving your DM the headache of whether or not its worth the extra Booming Blade damage to chase you.
I don’t think scagtrips fit into a crit fisher, because you’re giving up making multiple attacks. but you’re right about Hexblade curse limitations. A Hexblade/champion or artificer/champion or Dex based (rapier or lances) champion may work better for critting all day.
The build I suggested was 6 bladesinger/4 champion. I kept it as a level 10 character because that was the template the thread starter gave in his example. So I am NOT giving up extra attacks with scagtrips.
I don’t think scagtrips fit into a crit fisher, because you’re giving up making multiple attacks. but you’re right about Hexblade curse limitations. A Hexblade/champion or artificer/champion or Dex based (rapier or lances) champion may work better for critting all day.
An elven accuracy battlesmith works really well for this build, but levelling it is harder because you delay the feats quite a bit.
A level 10 character is capable of being built for three attacks per round, and you’re only a level away from four. Building to make only two is a choice, and one that I don’t think matches crit fishing, or the AC sacrifice you’ve made by dual wielding.
"Run in to engage a melee enemy and using the Bladesinger's Extra attack feature hit them with a normal attack and a Booming Blade. Hit them with your bonus action and knock them back 5 feet."
At level 10 you have Dual Wielder, Slasher, Crusher, Heavy Armor Master feats, and Two-Weapon Fighting and Defense (or Interception) Fighting Styles. 20AC with Plate.
1d8+4 per attack, with Longsword two times and Warhammer Bonus Action. ~19% chance of a crit each round with the Longsword, ~10% chance of a crit each round with the Warhammer. Likely to be able to reduce speed and push opponents away, giving you ample room to avoid attacks entirely by using the space effectively.
Overall average output is 3d8+12 = 25.5.
One more level gets you 4 attacks per round. ~17.1% chance of a crit with the Longsword, ~10% with the Warhammer. Again, even more chances of being able to push the enemy away and getting that space advantage. With that high level of crit chance each round, you’re likely to get a lot more crits with your other attacks as well, further locking down your opponent.
Overall average output is 4d8+16 = 30.
The one drawback with PAM is you cannot get bludgeoning main hand damage. With a dual wield build you can elect to make the Warhammer the main hand weapon any round you like (if they’re already slashed and you need to protect your allies, for example).
At level 10 you have Dual Wielder, Slasher, Crusher, Heavy Armor Master feats, and Two-Weapon Fighting and Defense (or Interception) Fighting Styles. 20AC with Plate.
1d8+4 per attack, with Longsword two times and Warhammer Bonus Action. ~19% chance of a crit each round with the Longsword, ~10% chance of a crit each round with the Warhammer. Likely to be able to reduce speed and push opponents away, giving you ample room to avoid attacks entirely by using the space effectively.
Overall average output is 3d8+12 = 25.5.
One more level gets you 4 attacks per round. ~17.1% chance of a crit with the Longsword, ~10% with the Warhammer. Again, even more chances of being able to push the enemy away and getting that space advantage. With that high level of crit chance each round, you’re likely to get a lot more crits with your other attacks as well, further locking down your opponent.
Overall average output is 4d8+16 = 30.
The one drawback with PAM is you cannot get bludgeoning main hand damage. With a dual wield build you can elect to make the Warhammer the main hand weapon any round you like (if they’re already slashed and you need to protect your allies, for example).
Yup, pretty much what I built above. The wiz levels are more for making it less boring and more versatile than straight champ.
The consideration caster dual wields need to make concerns spell component juggling. A wizard relying on shield for defense pretty much needs warcaster for that to work. You can drop/swap during your own turn to cast spells with your action, even if it is cheesy as heck, but that doesn't work for reactions, I would think.
Both Slasher and Crusher on the same build just really feels like poor use of a feat when there are so many good ones to choose from in addition to just straight ASIs. Pick one type/effect and focus on it.
Furthermore, even with 19-20 crit ranges, I don't think the crit bonuses to these feats are worth building around unless your whole party is built to exploit them. For example, most people are probably going to try to find their own reliable ways of gaining advantage rather than just hoping you manage to crit with the right weapon. So even when you do happen to gain the bonus, it might not matter.
I think salvaging dual wield should probably involve milking bonuses that happen on every hit. Hunter's Mark, Hex, magic items like the Dragontooth Dagger, and so forth.
At level 10 you have Dual Wielder, Slasher, Crusher, Heavy Armor Master feats, and Two-Weapon Fighting and Defense (or Interception) Fighting Styles. 20AC with Plate.
1d8+4 per attack, with Longsword two times and Warhammer Bonus Action. ~19% chance of a crit each round with the Longsword, ~10% chance of a crit each round with the Warhammer. Likely to be able to reduce speed and push opponents away, giving you ample room to avoid attacks entirely by using the space effectively.
Overall average output is 3d8+12 = 25.5.
One more level gets you 4 attacks per round. ~17.1% chance of a crit with the Longsword, ~10% with the Warhammer. Again, even more chances of being able to push the enemy away and getting that space advantage. With that high level of crit chance each round, you’re likely to get a lot more crits with your other attacks as well, further locking down your opponent.
Overall average output is 4d8+16 = 30.
The one drawback with PAM is you cannot get bludgeoning main hand damage. With a dual wield build you can elect to make the Warhammer the main hand weapon any round you like (if they’re already slashed and you need to protect your allies, for example).
There is nothing wrong with a straight Vhuman Champ, they can dish it out in combat no questions asked. But that is pretty much all they do. A Bladesinger/Champ does comparable damage but they has tricks up their sleeves for out of combat situations as well. Did your party come across some texts that nobody can read? Comprehend Languages has got your back. The way ahead looks a bit shady? Send in your Familiar first to scout it out. The bridge collapsed because of a storm? Use Levitate or Fly to get your party across.
And even if we go to level 11 the scaling on Booming Blade helps us keep up with the damage the straight Fighter does with his 4th attack. But mainly the multiclassing of bladesinger and champion is just more fun to play.
You have to keep in mind that 1) slasher and crusher also give an str boost and 2) it’s easy to swap out slasher for HAM or some other +1 str feat, to taste, like I said. The more important one is crusher. Slasher is just to build onto the theme a bit.
Hex on a dual wield build would of course be really good. Going by the RAW, I don’t think hexblades can get two CHA based weapons though, despite the Crawford tweet about allowing it at his table. But sure, a dip into hexblade would probably help too.
You have to keep in mind that 1) slasher and crusher also give an str boost and 2) it’s easy to swap out slasher for HAM or some other +1 str feat, to taste, like I said. The more important one is crusher. Slasher is just to build onto the theme a bit.
Hex on a dual wield build would of course be really good. Going by the RAW, I don’t think hexblades can get two CHA based weapons though, despite the Crawford tweet about allowing it at his table. But sure, a dip into hexblade would probably help too.
I tend to agree with Scatterbraind that piling on these half-feats is not the best use of them. For me, it's because half-feats are best when you're rounding up an odd score. Using two to get a +1 in strength seems wasteful and slow.
There is also an odd bit to the synergy you're after. If you want to try and crit-fish with your crusher weapon then you will be making all attacks with it first. If you want to push them, that means pushing them before your slasher attack, when ideally you'd be slashing them to reduce movement and then pushing them away before scooting out of there (see Brewksy's strat in their post). I would drop the desire to proc the second part of crusher if combining crusher and slasher is the goal.
TheLonelyMagi your bladesinger build is pretty cool, but also incredibly MAD. Strength for weapons, Dex for light armor AC, Con because you're a melee build, and Int for all things Bladesinger. It's a nice synergy you've built, but I think the character in practice would suffer greatly because of how strained its stats are.
Personally I don't think Dual Wielder is necessary at all, and honestly a bit of a trap. +1 damage per attack and +1 AC is completely fine, but I think the main strength to dual wielding is that it provides a bonus action attack without requiring any sort of feat. Investing in dual wielder undoes that.
I'm a big fan of barbarian and paladin for this archetype, using a fighter dip to pick up the two-weapon fighting style and action surge. Going to agree with Scatterbraind again that finding ways to stack damage on each hit is important to making the style work. Barbarian has rage damage and reckless attacks while paladin can cast divine favor (better than hunter's mark for bonus action heavy builds IMO) and smites for when you want to get really spicy.
You have to keep in mind that 1) slasher and crusher also give an str boost and 2) it’s easy to swap out slasher for HAM or some other +1 str feat, to taste, like I said. The more important one is crusher. Slasher is just to build onto the theme a bit.
Hex on a dual wield build would of course be really good. Going by the RAW, I don’t think hexblades can get two CHA based weapons though, despite the Crawford tweet about allowing it at his table. But sure, a dip into hexblade would probably help too.
I tend to agree with Scatterbraind that piling on these half-feats is not the best use of them. For me, it's because half-feats are best when you're rounding up an odd score. Using two to get a +1 in strength seems wasteful and slow.
There is also an odd bit to the synergy you're after. If you want to try and crit-fish with your crusher weapon then you will be making all attacks with it first. If you want to push them, that means pushing them before your slasher attack, when ideally you'd be slashing them to reduce movement and then pushing them away before scooting out of there (see Brewksy's strat in their post). I would drop the desire to proc the second part of crusher if combining crusher and slasher is the goal.
TheLonelyMagi your bladesinger build is pretty cool, but also incredibly MAD. Strength for weapons, Dex for light armor AC, Con because you're a melee build, and Int for all things Bladesinger. It's a nice synergy you've built, but I think the character in practice would suffer greatly because of how strained its stats are.
Personally I don't think Dual Wielder is necessary at all, and honestly a bit of a trap. +1 damage per attack and +1 AC is completely fine, but I think the main strength to dual wielding is that it provides a bonus action attack without requiring any sort of feat. Investing in dual wielder undoes that.
I'm a big fan of barbarian and paladin for this archetype, using a fighter dip to pick up the two-weapon fighting style and action surge. Going to agree with Scatterbraind again that finding ways to stack damage on each hit is important to making the style work. Barbarian has rage damage and reckless attacks while paladin can cast divine favor (better than hunter's mark for bonus action heavy builds IMO) and smites for when you want to get really spicy.
You have to give something up when you multiclass Bladesinger. In my case I am perfectly fine with giving up Bladesong and just rolling with heavy armor. The main attraction of the Dual Wielder feat is not the +1 AC, it is removing the restriction of having to use Light weapons so we can all channel our inner Gandalfs and run around with a staff and sword :)
And if I were to use point buy to build my character I would probably go something like this:
VHuman
Bonus feat: Crusher (Constitution)
Strength 16 (15 + 1 from racial) Dexterity 8 Constitution 14 (13+1 from feat) Intelligence 16 (15+1 from racial) Wisdom 12 Charisma 8
Lvl 1 I go Fighter to pick on Two Weapon Fighting Style
Lvl 2-7 I go Bladesinger for Extra attack and the spells and I'll pick up Dual Wielder as my ASI before going back to get Fighter up to 4 to probably picking up Warcaster.
So I have spent quite a bit of time trying to make a build that could justify dual wielding in a way that makes it more than just a crappier version of Pole Arm Mastery. This idea revolves around combining the new Crusher feat from Tasha's with the Champion fighter subclass in such a way that it develops sustained chains of crits. I don't think it would out damage standard optimized fighter builds, but it could be a lot of fun?
Class:
8 champion fighter
2 wizard
Race:
Vhuman
Relevant starting ability
STR: 15 (+1 racial) = 16
Loadout
Warhammer + Longsword or dual warhammers
Plate
Relevant feats
Vhuman: Dual Wielding
L4: Crusher
L6: Slasher or Heavy Armor Mastery (Or piercer, if only maximizing damage)
L8: Warcaster
How does it all work?
The point of the build is to maximize your chances to crit, and the key is the last property of the crusher feat. On a crit, you get advantage to hit for the rest of your turn. Champion doubles your chance to crit on any given attack. A crit from a bludgeoning weapon will increase the odds of critting (and hitting!) for the rest of your turn. Dual wield gives an additional attack. Slasher is there to swing your longsword for additional attacks once the first crit has landed. The primary properties of both crusher and slasher add a lot of fun control capabilities - a 5 foot push and a speed reduction.
What's up with adding wizard levels?
Oddly, I find that 2 levels of wizard adds a lot of tankiness and durability through the shield spell and also through Protection from Evil and Good. It's a situational spell, but that particular situation comes up a great deal. If you go graviturgy, you can impose a 10' speed reduction using an action at will. This combines nicely with the primary benefits of both crusher and slasher. Again, this is situational, but could be great for locking down the fleeing BBEG. Wizard adds a lot of utility through rituals. Finally, your familiar sets up the first attack of the round with advantage. Doubling the chance to crit on your first shot.
Again, I am certain that a standard PAM + GWM build would do more damage overall. But I think this one might give a sort of a Vegas betting feel to the attack rolls - how long can you keep a crit/advantage streak alive? Also, this is a way to make dual wielding and the champion subclass more interesting than they might be otherwise.
An interesting variant is to use four levels of Battlesmith instead of Wizard, on a high elf. This allows the Elvish Accuracy feat, effectively adding a third roll to any advantage situation. The problem is that it does not come online until much, much later. The levelling process would suck. It could be fun for a one shot though.
I would instead go something like this:
Class:
4 champion fighter
6 wizard bladesinger
Race:
Vhuman
Relevant starting ability
STR: 15 (+1 racial) = 16
Loadout
Your best weapon in main hand and a blunt weapon in the offhand
Plate
Relevant feats
Vhuman: Dual Wielding
L4: Crusher
L8: Whatever you want
How does it all work?
Run in to engage a melee enemy and using the Bladesinger's Extra attack feature hit them with a normal attack and a Booming Blade. Hit them with your bonus action and knock them back 5 feet. Now assuming they don't have a reach weapon, you can now proceed to walk up to another target to engage them. Have a satisfied little chuckle if your first target moves in order to attack something while triggering more Booming Blade damage.
With more levels in Wizard you get more fun little spells to use.
Dual Wield has higher AC than PAM, both baked right in, and as the potential to use Dex based finesse Rapiers. Two 1d8 attacks (average 9) is more damage than a 1d10+1d4 (average 8). It also is useful for classes and races that can’t use Heavy weapons.
It does not need salvaging.
That said, crit fishing is fun. I think Hexblade instead of Wizard, and Elven Accuracy, is more important than you’re giving it credit for. And, simply riding a mount with Mounted Combatant will get your Advantage ball rolling in most combats, much easier than Crusher. And with Hexblade giving you a a 19-20 crit, I’d skip champion and be a samurai, cavalier, or Paladin instead.
so really... I guess I disagree with MOST of your build :p
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I'm going to make this way harder than it needs to be.
To be honest, I feel a Elven Accuracy Hexblade is way more suited as a PAMlock user than a dual wielder, mainly because Great Weapon Master, PAM and Elven Accuracy is too juicy to pass up. Also your 19-20 crit will only be available against 1 enemy per short rest until you hit level 14 and then you can only have it for 1 combat per short rest whereas the champions 19-20 crit is always up.
My main reason suggesting bladesinger/fighter with Dual Wielder and Crusher is the fun that can be had with Booming Blade and then knocking them back with your offhand bonus attack thus giving your DM the headache of whether or not its worth the extra Booming Blade damage to chase you.
I don’t think scagtrips fit into a crit fisher, because you’re giving up making multiple attacks. but you’re right about Hexblade curse limitations. A Hexblade/champion or artificer/champion or Dex based (rapier or lances) champion may work better for critting all day.
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I'm going to make this way harder than it needs to be.
Agreed with Chicken - using BB with champion makes little sense.
The build I suggested was 6 bladesinger/4 champion. I kept it as a level 10 character because that was the template the thread starter gave in his example. So I am NOT giving up extra attacks with scagtrips.
An elven accuracy battlesmith works really well for this build, but levelling it is harder because you delay the feats quite a bit.
A level 10 character is capable of being built for three attacks per round, and you’re only a level away from four. Building to make only two is a choice, and one that I don’t think matches crit fishing, or the AC sacrifice you’ve made by dual wielding.
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I'm going to make this way harder than it needs to be.
Seriously dude did you read my initial post?
"Run in to engage a melee enemy and using the Bladesinger's Extra attack feature hit them with a normal attack and a Booming Blade. Hit them with your bonus action and knock them back 5 feet."
That is 3 attacks.....
I’d forgotten that Bladesingers extra attack is unique, and not just EKs War Magic a couple levels earlier. My bad!
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I'm going to make this way harder than it needs to be.
I’d just go pure Vhuman Champion.
At level 10 you have Dual Wielder, Slasher, Crusher, Heavy Armor Master feats, and Two-Weapon Fighting and Defense (or Interception) Fighting Styles. 20AC with Plate.
1d8+4 per attack, with Longsword two times and Warhammer Bonus Action. ~19% chance of a crit each round with the Longsword, ~10% chance of a crit each round with the Warhammer. Likely to be able to reduce speed and push opponents away, giving you ample room to avoid attacks entirely by using the space effectively.
Overall average output is 3d8+12 = 25.5.
One more level gets you 4 attacks per round. ~17.1% chance of a crit with the Longsword, ~10% with the Warhammer. Again, even more chances of being able to push the enemy away and getting that space advantage. With that high level of crit chance each round, you’re likely to get a lot more crits with your other attacks as well, further locking down your opponent.
Overall average output is 4d8+16 = 30.
The one drawback with PAM is you cannot get bludgeoning main hand damage. With a dual wield build you can elect to make the Warhammer the main hand weapon any round you like (if they’re already slashed and you need to protect your allies, for example).
Yup, pretty much what I built above. The wiz levels are more for making it less boring and more versatile than straight champ.
The consideration caster dual wields need to make concerns spell component juggling. A wizard relying on shield for defense pretty much needs warcaster for that to work. You can drop/swap during your own turn to cast spells with your action, even if it is cheesy as heck, but that doesn't work for reactions, I would think.
Both Slasher and Crusher on the same build just really feels like poor use of a feat when there are so many good ones to choose from in addition to just straight ASIs. Pick one type/effect and focus on it.
Furthermore, even with 19-20 crit ranges, I don't think the crit bonuses to these feats are worth building around unless your whole party is built to exploit them. For example, most people are probably going to try to find their own reliable ways of gaining advantage rather than just hoping you manage to crit with the right weapon. So even when you do happen to gain the bonus, it might not matter.
I think salvaging dual wield should probably involve milking bonuses that happen on every hit. Hunter's Mark, Hex, magic items like the Dragontooth Dagger, and so forth.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
There is nothing wrong with a straight Vhuman Champ, they can dish it out in combat no questions asked. But that is pretty much all they do. A Bladesinger/Champ does comparable damage but they has tricks up their sleeves for out of combat situations as well. Did your party come across some texts that nobody can read? Comprehend Languages has got your back. The way ahead looks a bit shady? Send in your Familiar first to scout it out. The bridge collapsed because of a storm? Use Levitate or Fly to get your party across.
And even if we go to level 11 the scaling on Booming Blade helps us keep up with the damage the straight Fighter does with his 4th attack. But mainly the multiclassing of bladesinger and champion is just more fun to play.
You have to keep in mind that 1) slasher and crusher also give an str boost and 2) it’s easy to swap out slasher for HAM or some other +1 str feat, to taste, like I said. The more important one is crusher. Slasher is just to build onto the theme a bit.
Hex on a dual wield build would of course be really good. Going by the RAW, I don’t think hexblades can get two CHA based weapons though, despite the Crawford tweet about allowing it at his table. But sure, a dip into hexblade would probably help too.
It would require a 3 lvl Hexblade dip to get 2 CHA based weapons, one from Hexwarrior and the other from Pact of the Blade.
I tend to agree with Scatterbraind that piling on these half-feats is not the best use of them. For me, it's because half-feats are best when you're rounding up an odd score. Using two to get a +1 in strength seems wasteful and slow.
There is also an odd bit to the synergy you're after. If you want to try and crit-fish with your crusher weapon then you will be making all attacks with it first. If you want to push them, that means pushing them before your slasher attack, when ideally you'd be slashing them to reduce movement and then pushing them away before scooting out of there (see Brewksy's strat in their post). I would drop the desire to proc the second part of crusher if combining crusher and slasher is the goal.
TheLonelyMagi your bladesinger build is pretty cool, but also incredibly MAD. Strength for weapons, Dex for light armor AC, Con because you're a melee build, and Int for all things Bladesinger. It's a nice synergy you've built, but I think the character in practice would suffer greatly because of how strained its stats are.
Personally I don't think Dual Wielder is necessary at all, and honestly a bit of a trap. +1 damage per attack and +1 AC is completely fine, but I think the main strength to dual wielding is that it provides a bonus action attack without requiring any sort of feat. Investing in dual wielder undoes that.
I'm a big fan of barbarian and paladin for this archetype, using a fighter dip to pick up the two-weapon fighting style and action surge. Going to agree with Scatterbraind again that finding ways to stack damage on each hit is important to making the style work. Barbarian has rage damage and reckless attacks while paladin can cast divine favor (better than hunter's mark for bonus action heavy builds IMO) and smites for when you want to get really spicy.
You have to give something up when you multiclass Bladesinger. In my case I am perfectly fine with giving up Bladesong and just rolling with heavy armor. The main attraction of the Dual Wielder feat is not the +1 AC, it is removing the restriction of having to use Light weapons so we can all channel our inner Gandalfs and run around with a staff and sword :)
And if I were to use point buy to build my character I would probably go something like this:
VHuman
Bonus feat: Crusher (Constitution)
Strength 16 (15 + 1 from racial)
Dexterity 8
Constitution 14 (13+1 from feat)
Intelligence 16 (15+1 from racial)
Wisdom 12
Charisma 8
Lvl 1 I go Fighter to pick on Two Weapon Fighting Style
Lvl 2-7 I go Bladesinger for Extra attack and the spells and I'll pick up Dual Wielder as my ASI before going back to get Fighter up to 4 to probably picking up Warcaster.