Medium Humanoid (Any Race, Wizard), Any Alignment
AC 13 (16 with mage armor, 20 with Bladesong active)    Initiative +3 (13)
HP 27 (5d8 + 5)
Speed 30 ft., (40 ft. while Bladesong is active)
Mod Save
STR 8 −1 −1
DEX 16 +3 +3
CON 12 +1 +1
Mod Save
INT 16 +3 +5
WIS 14 +2 +4
CHA 12 +1 +1
Skills Acrobatics +5, Arcana +5, History +5, Perception +4
Gear Rapier, Wand
Senses Passive Perception 14
Languages Any three languages
CR 4 (XP 1,100; PB +2)
Traits

Arcane Recovery (1/day). After finishing a short rest, the bladesinger chooses expended spell slots to recover, which can have a combined level that is equal to or less than half it's wizard level rounded up (3), and none of the slots can be 6th level or higher.

Spellcasting. The bladesinger is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The bladesinger has the following wizard spells prepared:

Cantrips (at will): Booming Blade, Ray of Frost, Prestidigitation, Shocking Grasp

1st level (4 slots): Absorb Elements, Expeditious Retreat, Mage Armor, Shield

2nd level (3 slots): Misty Step, Shadow Blade

3rd level (2 slots): Fly, Haste

Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Piercing damage.

Shocking Grasp. Melee Spell Attack: +5 to hit (with Advantage if the target is wearing armor made of metal), reach 5 ft., one target. Hit: 9 (2d8) Lightning damage, and the target can’t take reactions until the start of its next turn.

Booming Blade (Cantrip). Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) Piercing damage, and 4 (1d8) Thunder damage. The target then becomes sheathed in booming energy until the start of the bladesinger's next turn. If it willingly moves 5 feet or more before then, it takes 9 (2d8) Thunder damage, and the spell ends.

Ray of Frost (Cantrip). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9 (2d8) Cold damage, and the target's speed is reduced by 10 feet until the start of the evoker's next turn.

Bonus Actions

Bladesong (2/Long Rest). Provided it isn't wearing medium or heavy armor or using a shield, the bladesinger invokes an elven magic that graces it with supernatural speed, agility, and focus for up to 1 minute. It ends early if the bladesinger no longer meets the requirements, use two hands to make an attack, or ends it (no action required).

While the bladesong is active, it adds +3 to it's AC, 10 feet to it's walking speed and +3 to any Constitution saving throw it makes to maintain concentration on a spell. It also has advantage on Dexterity (Acrobatics) checks.

Description

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

CR 4 : DCR 5 - OCR 3

R1 : Bonus Action activates Bladesong > casts Haste on itself > attack with Rapier. Casts Shield if needed.

R2 & 3 : Casts Booming Blade, then uses the additional action from Haste to attack with Rapier. Casts Shield if needed.

A statblock for a 5th level Bladesinger Wizard using the 2024 rules but the 2024 cleaner presentation. Can be used as enemies, NPC rivals, or pre-made characters for one shots !

_Lucanoptek_

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