Bladesinging Wizard Build Guide – The Classic Spellsword – 2024 Update

Learn the best build for the Bladesinging Wizard with easy to navigate sections. Includes step by step level guides and full spell lists!

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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.

Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.

For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.

For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.

To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.



Why Bladesinging Wizard?

Wizards are generally known to be book worms that will pass out when too stiff a breeze blows onto them, but what if you want a Wizard that can fight close range and dodge hits like a boxing champion? Enter the Bladesinger. With both short and long range options and the ability to get a massive AC at the drop of a hat, the Bladesinger is extremely unique compared to any of the other Wizard subclasses and very powerful at what it does!

As a side note, in a realistic sense, the best way to play Bladesinger is just a more defensively oriented Wizard that can enter melee, but if you want to be super defensively oriented with your play style, the War Mage may just be a better fit. While that’s an excellent way to go about Bladesingers (and how you should play in higher levels), most people pick this to mess around in melee, so that’s my recommendation!


Bladesinging Wizard Abilities Ranked

Training in War and Song (Level 3)B Tier – Light Armor and a weapon proficiency is definitely nice and pretty pivotal for this class.

Bladesong (Level 3)A Tier – A big AC boost, bonuses to concentration, and more speed make up the key feature to this class. You’ll be super hard to hit as you continue to either poke enemies or bombard them with spells.

Extra Attack (Level 6)A Tier – Extra Attacks are always great, especially when you can weave a cantrip in as well.

Song of Defense (Level 10)B- Tier – I don’t love abilities that trade reactions for damage reductions, especially when they take up a tangible resource, but damage reduction can be really important when you’re concentrating on a spell, so this is better on Bladesingers than it would normally be.

Song of Victory (Level 14)B Tier – While this would normally be a good feature, in reality, you probably shouldn’t be in melee range most of the time by this point anyway which limits this abilities usefulness. However, if you’re still getting up in the enemies business, this is obviously a good ability.


Quick Level Up Guide

LevelClass Features/FeatSpell Change Log
1Spellcasting, Arcane Recovery+ Booming Blade + Light (Aasimar)
+ Prestidigitation + Toll the Dead + Detect Magic
+ Feather Fall + Find Familiar + Magic Missile
+ Shield + Silvery Barbs
2Scholar+ Absorb Elements
+ Comprehend Languages
3Cantrip Formulas
Training in War and Song, Bladesong
+ Misty Step + Web
4Feat: War Caster (INT)+ Green-Flame Blade
+ Augury + Suggestion
5Memorize Spell+ Counterspell + Fireball
6Extra Attack+ Dispel Magic + Tiny Hut
7+ Dimension Door + Polymorph
8Feat: Resilient (CON)+ Conjure Minor Elementals + Wall of Fire
9+ Telepathic Bond
+ Wall of Force
10Song of Defense+ Blade Ward
+ Scorching Ray
+ Hypnotic Pattern
11+ Contingency
+ Mass Suggestion
12Feat: Intelligence to 20+ Arcane Eye
+ Greater Invisibility
13+ Crown of Stars + Teleport
14Song of Victory + Reverse Gravity
+ Simulacrum
15+ Dominate Monster
+ Maze
16Feat: Constitution to 18+ Antimagic Field
+ Illusory Dragon
17+ True Polymorph
+ Wish
18Spell Mastery (Detect Magic/Suggestion)+ Meteor Swarm
+ Prismatic Wall
19Epic Boon: Boon of Fate+ Gate
+ Shapechange
20Signature Spells (Counterspell/Dispel Magic)+ Forcecage
+ Demiplane

Level One Build


Species: Aasimar

Attributes:

POINT BUY
STRENGTH8
DEXTERITY15 (+1 background) = 16
CONSTITUTION15
INTELLIGENCE15 (+2 background) = 17
WISDOM8
CHARISMA8

Class: Wizard

Class Features: Spellcasting, Arcane Recovery

Skill Proficiencies: Arcana and Investigation

Background: Criminal (Alert)

Starting Equipment: 2 Daggers, Arcane Focus, Robe, Spellbook, Scholar’s Pack, and 5 gp + 50 gp from background

Starting Spellbook:

SPELL LEVELSPELL NAME
CantripBooming Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
* = Prepared Spell

Species: Aasimar

The best species for your average build. Human is a consideration as well to grab Alert on top of Musician, but Aasimar just give a lot of value, and since you have a background you’re happy with, Aasimar is the next best choice.


Attributes

POINT BUY
STRENGTH8
DEXTERITY15 (+1 background) = 16
CONSTITUTION15
INTELLIGENCE15 (+2 background) = 17
WISDOM8
CHARISMA8

For any Wizard your most important stat is Intelligence, and then Dexterity and Constitution. I would always go up to 17 Intelligence and keep Constitution at 15 so you can take two feats and two ability score improvements over the course of the build.


Proficiencies: Arcana and Investigation

Just two good Intelligence skills, nothing special here.


Background – Criminal

This increases the abilities you need increased and gives you the second best Origin feat with Alert. What’s not to like?


Starting Equipment – 2 Daggers, Arcane Focus, Robe, Spellbook, Scholar’s Pack, and 5 gp + 50 gp from background

Standard Wizard fare, but you are looking for a Rapier and Studded Leather by level 3.


Starting Spellbook

SPELL LEVELSPELL NAME
CantripBooming Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
* = Prepared Spell

While taking two attack cantrips isn’t ideal as you likely won’t be using Toll the Dead for very long, having access to a good attack cantrip at level one so you aren’t completely useless is obviously important.

Otherwise, this is a pretty standard level 1 spell list for a Wizard. You have your two excellent Ritual spells (Detect Magic and Find Familiar) which you won’t need prepared, good defensive options (Feather Fall as needed, but mostly Shield), Magic Missile for unblockable damage, and the very broken Silvery Barbs. If your table doesn’t allow Silvery Barbs, I would probably grab Sleep instead as that’s a spell that’s close to good enough for the average Wizard, just not one I normally take.

For your prepared spells, you can start off by preparing every non-ritual spell which makes it a pretty easy choice what to prepare!

Before I dive into the next levels, I’ll quickly explain how the spellbook in this guide will work. Unlike all the other casters, you can’t just prepare any leveled spell from the Wizard Spell List you want, but instead you are limited by your spellbook. To that end, each level I will have the entire spellbook for each level, but for prepared spells, I’m going to put an asterisk (*) next to that spell. Obviously the spells you prepare should change depending on the situation, but I’ll prepare generally good spells if you have no strong opinions one way or another. Keep in mind that any spell with the (R) tag is a ritual spell and one you will probably never prepare as Wizards get to still use those when they aren’t prepared.


The Build Level 2 Onward


Level 2-5


Level 2

Class Features: Scholar (Investigation)

Spell Change Log: + Absorb Elements + Comprehend Languages

SPELL LEVELSPELL NAME
CantripBooming Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
* = Prepared Spell

Level 2 brings a new class ability – Scholar. You now get Expertise in one of your Wizard skills, and I like picking Investigation. You would not believe the amount of times you’re probably going to use Investigation over the course of an average campaign.

For your spell pickups, you get Absorb Elements and Comprehend Languages.

Absorb Elements is not necessarily good at this level, but once you start climbing up in the levels, large chunks of elemental damage will become more common and Absorb Elements will become better and better. I recommend taking this now as you won’t have a great chance otherwise, but you probably won’t be preparing this again until level 10 or so.

Your second spell pickup is the solid ritual – Comprehend Languages. There may not be language barriers in every campaign, but having the means to mitigate that for functionally free is very invaluable in campaigns where languages are relevant.


Level 3

Arcane Tradition: Bladesinging

Class Feature: Training in War and Song, Bladesong

Spell Change Log: + Misty Step + Web

SPELL LEVELSPELL NAME
CantripBooming Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellMisty Step*
2nd Level SpellWeb*
* = Prepared Spell

Level 3 brings a massive amount of goodies for this build as you get your subclass alongside second level spells!

Your first ability is Training in War and Song which gives you proficiency in light armor, proficiency in Performance, and proficiency in a one handed weapon (which will be Rapier for this build). Your starting equipment will finally pay off! That said, there is consideration to gain proficiency in the Shortsword instead as that has the Light property allowing you to dual wield double Shortswords. This may be more appealing for more advanced players as you can weapon juggle to still cast spells (once you have War Caster anyway), and once you pick up Conjure Minor Elementals, dual wielding becomes much more interesting. For the sake of simplicity, I’m just going to use a Rapier, but if you want to dual wield, it’s definitely a solid idea.

Your second ability is the Bladesong which is the main ability for Bladesingers (unsurprisingly). As a bonus action, you can activate this for 1 minute to gain a big boost to your AC, more walking speed, better Acrobatics for some reason, and better concentration saves. This ability is clearly very strong and the main reason you’re picking this class. While you’ll normally use this to enter melee, using this to be harder to hit while spellcasting is quite good as well.

Now that you’re going to be in melee more often, be mindful that for many spells you’ll need one hand on your arcane focus and one hand free for somatic and/or material components so be mindful on whether or not you have your Rapier equipped when you’re trying to spellcast. Assuming you’re always holding your focus (spellbook), you can use your item interaction to stow your Rapier before spellcasting so it isn’t a big deal, but something to be aware of.

For your spell choices this level, you’re picking up and preparing Misty Step and Web.

Misty Step is a staple on any caster that can afford it as getting out of danger for a second level spell slot is more than worth it.

Web is an excellent battlefield control spell that can tangle up enemies, or at worst, make a good amount of difficult terrain. You could take Suggestion instead as that’s also an excellent spell, but I’m picking that up next level anyway and I find Web to be slightly more effective at lower levels.


Level 4

Feat: War Caster (INT)

Spell Change Log: + Green-Flame Blade + Augury + Suggestion

SPELL LEVELSPELL NAME
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
* = Prepared Spell

Level 4 brings your first feat, and you absolutely have to pick up War Caster. Buffing your intelligence to 18, getting advantage on concentration checks, and being able to spellcast with a Rapier in your hand is excellent.

For your cantrip choice this level, Green-Flame Blade is an obvious choice for any casters who attack in melee (also known as gish characters). You could skip this if you want a utility cantrip instead as you already have Booming Blade, but I believe this is a substantially better choice.

For your spell choices, you can grab Augury and Suggestion.

Augury is a nice spell to have in the book to get a little bit of divination once per day. Unsure how your plan may turn out? Cast Augury and find out! It’s not foolproof as your actions may change the outcome of the plan, but information gathering is much more powerful than many players give it credit for.

As mentioned last level, you can pick up and prepare Suggestion. Being able to charm an enemy and make them do anything you want them to is obviously extremely powerful for a second level spell slot. Facing a few tough enemies? Convince one to just up and leave! While that’s my favorite application of Suggestion, the use cases are pretty much limitless making this an invaluable spell.


Level 5

Class Feature: Memorize Spell

Spell Change Log: + Counterspell + Fireball

SPELL LEVELSPELL NAME
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellFireball*
* = Prepared Spell

Level 5 brings your next class feature and third level spells!

Your class feature this level is Memorize Spell. Now with each short rest you can swap around what spells you have prepared. This is a really powerful ability that’s wholly unique to Wizards as you never have to be stuck with what you originally picked.

While there are plenty of great spells to pick from, you have to start with Counterspell and Fireball and you’ll be preparing both immediately.

Counterspell is simply the best third level spell in the game, even when nerfed, so there’s no consideration here.

Fireball is going to consistently be the best way to deal a lot of damage to many targets at once, something that no other spell in your arsenal can do right now. If you have someone else in your party who has strong AOE damage, you could skip this, but doubling up on that can make what should’ve been a very difficult fight much easier.


Level 6-10


Level 6

Class Feature: Extra Attack

Spell Change Log: + Dispel Magic + Tiny Hut

SPELL LEVELSPELL NAME
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellTiny Hut (R)
* = Prepared Spell

Moving up to level 6, you get your Extra Attack! Now that you have an extra attack, one of them can be a Cantrip as well which is quite strong. Hit an enemy with a regular attack and a Booming Blade for good measure!

Once again, you want to take more third level spells as they’re so many excellent ones, and I’d opt towards Dispel Magic and Tiny Hut.

You can’t Counterspell everything, so having Dispel Magic makes it much harder to get got by a random magical effect.

An excellent ritual and perfect for sleeping out or even sneak attacks, Tiny Hut is an incredible spell to pick up with next to no opportunity cost to have.


Level 7

Spell Change Log: + Dimension Door + Polymorph

SPELL LEVELSPELL NAME
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellTiny Hut (R)
4th Level SpellDimension Door*
4th Level SpellPolymorph*
* = Prepared Spell

Level 7 brings fourth level spells, and you get to pick up and prepare some excellent ones with Dimension Door and Polymorph.

Dimension Door is a great utility spell that you’re going to get a lot of mileage out of. Teleportation without seeing where you’re going is generally reserved for higher level spells and you even get to bring a friend along! Just an excellent spell all around.

For your second spell choice, you have to take one of the best – Polymorph. This is just an excellent spell to have in case you or an ally are nearly out of the fight, whether it’s because of low health, spell slots, or otherwise, to turn into a Giant Ape or Tyrannosaurus Rex, and get right back into the fight. This can even be used as CC on hostile targets in a pinch making it extremely reliable all around.


Level 8

Feat: Resilient (CON)

Spell Change Log: + Conjure Minor Elementals + Wall of Fire

SPELL LEVELSPELL NAME
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire*
* = Prepared Spell

You get your next feat, and while you could push your Intelligence to 20, I recommend picking up Resilient (CON) instead. Proficiency in Constitution saving throws on top of getting the +3 modifier is extremely good for more health and substantially better concentration saves.

For what you’re adding to your spell list, you can grab Conjure Minor Elementals and Wall of Fire.

To be frank, the new iteration of Conjure Minor Elementals is absolutely busted. While an additional 2d8 damage per attack roll is solid by itself, when upcast, all attacks you do deal an additional 2d8 damage per spell level. That can get out of control really quickly, especially as you start getting higher level spell slots as you can combine this with anything that has multiple attack rolls (just melee attacks for now, but Scorching Ray in a few levels) to deal an obscene amount of damage.

Wall of Fire.is one of my favorite fourth level spells as it has good range, great AOE coverage, and good damage to absolutely incinerate enemies. Use this to bisect a battlefield and you’ll make tougher fights a lot easier, especially if you have allies that can force enemies to move around.


Level 9

Spell Change Log: + Telepathic Bond + Wall of Force

SPELL LEVELSPELL NAME
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire*
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
* = Prepared Spell

You now get fifth level spells, and you can pick up two excellent ones with Telepathic Bond and Wall of Force.

Telepathic Bond is a great option to talk covertly with your buds which is stronger than it may seem, and since it’s a ritual, it doesn’t eat into one of your precious fifth level spell slots nor your prepared spell list!

For your prepared fifth level option, unless your DM is mean and everyone enemy can teleport, you can’t go wrong with Wall of Force. Splitting an encounter in half is unbelievable or even just trapping the main enemy of the encounter, taking out all of the minions, and then going after the boss is an incredible use of this. You do have to be careful how often you use this as your DM might start preparing more active countermeasures to not have their encounters hosed by this, but otherwise, this is going to be incredible.


Level 10

Class Feature: Song of Defense

Spell Change Log: + Blade Ward + Scorching Ray + Hypnotic Pattern

SPELL LEVELSPELL NAME
CantripBlade Ward
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire*
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
* = Prepared Spell

Level 10 and you get your next subclass feature, Song of Defense. While you really don’t want to use this often as the spell slot to damage reduction ratio on this is not very good (your reaction spells are much more efficient for this), if you’re concentrating on a spell and take a big hit, this can be a solid way to avoid potentially losing that concentration. You shouldn’t be using this often, but it can definitely come in clutch when you really need it.

For your cantrip, I recommend taking Blade Ward. While this does eat up your concentration, being able to get a bit of AC against melee attacks can be really nice when you’re out of spell slots but still need to fight. That’s not going to happen too often, but this is nice to have when it does.

For your spell choices this level, you’re going to go back a few levels to grab and prepare Scorching Ray and Hypnotic Pattern.

As mentioned before, Scorching Ray works phenomenally well with Conjure Minor Elementals as each ray counts as its own attack so the damage can stack up extremely quickly. For example, if you upcast Conjure Minor Elementals so each attack deals an additional 4d8 damage and use your other fifth level spell slot for Scorching Ray, each ray would deal 4d8+2d6 damage on hit (an average of 25 damage per hit). So if you hit with just three of them, that’s 75 damage and you still have Conjure Minor Elementals active! If you’re in a tough fight, it’s really easy to absolutely shred a tough enemy with this combination.

Replacing Fireball, you can now pick up Hypnotic Pattern. This is a fantastic bit of CC that can affect a bunch of enemies as the AOE on this is pretty large. Trade your spell slot and your action to deprive many actions from your enemies is a great trade.


Level 11-15


Level 11

Spell Change Log: + Contingency + Mass Suggestion

SPELL LEVELSPELL NAME
CantripBlade Ward
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire*
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
* = Prepared Spell

Sixth level spells time! Per usual for Wizards, you have to pick up Contingency and Mass Suggestion.

Contingency is a very weird spell and this current spell list doesn’t have too many targets for it, but assigning a codeword or condition to get a free Polymorph is more than good enough to make this spell excellent. I would never prepare this at the beginning of the day, but instead use Memorize Spell to swap around spells to prepare this and then use this before bed.

Mass Suggestion, on the other hand, is an incredibly powerful AOE spell that has the potential to absolutely obliterate some encounters by convincing up to TWELVE enemies to stop fighting you. Suggestion is already great, how about 12 of them?


Level 12

Feat: Intelligence to 20

Spell Change Log: + Arcane Eye + Greater Invisibility

SPELL LEVELSPELL NAME
CantripBlade Ward
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility*
4th Level SpellPolymorph*
4th Level SpellWall of Fire*
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
* = Prepared Spell

Your third feat and now it’s time to max out your Intelligence. Having the most powerful spells possible is definitely in your best interest.

For your spell choices you get some nice ones with Arcane Eye and preparing Greater Invisibility.

Arcane Eye is an excellent scouting spell as it has a long duration and can get a massive distance letting you scout out entire buildings, dungeons, areas, you name it. While I wouldn’t prepare this on a generic spell list, be sure to prepare this when you’re entering a new area.

Greater Invisibility is a really good buff (also great with Contingency) as you’ll have advantage on all your attacks and enemies will have disadvantage on all attacks against you. A little pricey, but an awesome buff.


Level 13

Spell Change Log: + Crown of Stars + Teleport

SPELL LEVELSPELL NAME
CantripBlade Ward
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility*
4th Level SpellPolymorph*
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
7th Level SpellCrown of Stars*
7th Level SpellTeleport*
* = Prepared Spell

Seventh level spell time and you can get two excellent ones to prepare immediately!

Crown of Stars is a good damage spell that can be set up ahead of time, requires no Concentration, and only takes future bonus actions. Nothing too showstopping, but very solid.

Teleport, on the other hand, is a really good utility spell to substantially cut down on travel time and can be a decent escape mechanism if you can get your party close enough to you when casting it.


Level 14

Class Feature: Song of Victory

Spell Change Log: + Reverse Gravity + Simulacrum

SPELL LEVELSPELL NAME
CantripBlade Ward
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility*
4th Level SpellPolymorph*
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
7th Level SpellCrown of Stars*
7th Level SpellReverse Gravity*
7th Level SpellSimulacrum
7th Level SpellTeleport*
* = Prepared Spell

Your final subclass feature and a few more spells to round out level 14.

For your final feature, you get a buff to your melee damage. Not very exciting, especially since you’re at the point where you’re probably not getting into melee range that often anymore. This may be more fruitful once you get access to Shapechange and True Polymorph, but until then, not the best.

For your spell choices you can grab Reverse Gravity and Simulacrum.

Reverse Gravity is a unique CC spell that, as the spell states, reverses gravity. The spell itself is a little ambiguous as what exactly happens when an enemy makes the save is unclear, but this spell is brutal for any enemy who primarily (or exclusively) attacks at melee range.

Simulacrum, while a spell you won’t prepare often, is very messed up. While this is almost at its worse on Bladesingers as a lot of your abilities care about being in melee range and your Simulacrum can break pretty easily, this is just so powerful that it doesn’t matter. Prepare and use this when you know you’re going into a really tough fight as having a second, but little weaker version of you is really powerful.


Level 15

Spell Change Log: + Dominate Monster + Maze

SPELL LEVELSPELL NAME
CantripBlade Ward
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph*
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
7th Level SpellCrown of Stars*
7th Level SpellReverse Gravity*
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellDominate Monster*
8th Level SpellMaze*
* = Prepared Spell

You’re almost at ninth level spells, but until then, you get eighth level spells with Dominate Monster and Maze.

While really swingy, Dominate Monster is one of the highest impact (and swingiest) spells in the game that can instantly end an encounter if the target fails their save. While that may be hard when more and more enemies have legendary resistances, when this works, it is unbelievable.

Maze is always a fun one as Intelligence saving throws are pretty hard to pass for most characters, and if you’re facing an enemy with a negative bonus to Intelligence, they literally can’t escape (barring your DM doesn’t rule nat 20s as auto-successes no matter the DC like Baldur’s Gate 3 does), making this excellent.


Level 16-20


Level 16

Feat: Constitution to 18

Spell Change Log: + Antimagic Field + Illusory Dragon

SPELL LEVELSPELL NAME
CantripBlade Ward
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph*
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
7th Level SpellCrown of Stars*
7th Level SpellReverse Gravity*
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellAntimagic Field
8th Level SpellDominate Monster*
8th Level SpellIllusory Dragon*
8th Level SpellMaze*
* = Prepared Spell

You get your final feat, and while not super exciting, getting 18 Constitution for the most health and best saves possible is where you want to be.

This is kind of a gap level where you don’t need anything in particular, but you still get some solid options with Antimagic Field and preparing Illusory Dragon.

While it’s not something you’re going to use or prepare often, Antimagic Field is such a unique spell that I don’t mind having it in case you have to go into an area heavily affected by magic.

Illusory Dragon, on the other hand, is a really unique combat spell that gives you a pretty formidable ally that enemies can potentially waste a lot of actions on trying to discern if it’s real or not or attacking it while they’re taking damage from it all the while.


Level 17

Spell Change Log: + True Polymorph + Wish

SPELL LEVELSPELL NAME
CantripBlade Ward
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
7th Level SpellCrown of Stars*
7th Level SpellReverse Gravity*
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellAntimagic Field
8th Level SpellDominate Monster*
8th Level SpellIllusory Dragon*
8th Level SpellMaze*
9th Level SpellTrue Polymorph*
9th Level SpellWish*
* = Prepared Spell

If you’ve made it this far in your campaign, congratulations as stuff gets weird at this point with some ninth level spells. True Polymorph and Wish are two of the most game breaking spells out there with the amount they can accomplish so those are the easiest first two picks.

True Polymorph has all the advantages of Polymorph, but you get to pick from any creature that’s your CR or lower, and if you hold Concentration for an hour, the change is permanent* (once you lose the temp HP pool, you revert, but this is still pretty good). While the old version of this spell was stronger, you can use the “permanent” transformation more liberally as you can always revert once you take enough damage. Better yet, once your Simulacrum has almost run its course, you can just permanently change it into a huge threat to get more use out of it!

Wish is the best spell in the game, but can come with some real drawbacks depending on what you wish for, one of them being the potential to lose the ability to cast Wish. You can safely replicate eighth level spell effects or lower, but it’s just pure chaos from that point. Know who wouldn’t mind casting Wish though? Your Simulacrum! Make them cast the Wish for you and then True Polymorph them into something better. What a combo!


Level 18

Class Feature: Spell Mastery (Detect Magic/Suggestion)

Spell Change Log: + Meteor Swarm + Prismatic Wall

SPELL LEVELSPELL NAME
CantripBlade Ward
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
7th Level SpellCrown of Stars*
7th Level SpellReverse Gravity*
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellAntimagic Field
8th Level SpellDominate Monster*
8th Level SpellIllusory Dragon*
8th Level SpellMaze*
9th Level SpellMeteor Swarm
9th Level SpellPrismatic Wall*
9th Level SpellTrue Polymorph*
9th Level SpellWish*
* = Prepared Spell

With level 18 you get an innocuously powerful ability in Spell Mastery. Unfortunately this ability got nerfed so you have to pick spells that have a cast timing of one action, so you have to pick up Detect Magic and Suggestion. Unfortunately, none of your first level spell choices are good, and realistically, none of them would be better than you just using a cantrip or using your second level spell choice instead. You could pick up something like Silent Image or Unseen Servant at some point to have a utility spell as this slot, but you’ll have to give up on a better option just to make this better. If you are interested in that, I’d probably nix Meteor Swarm this level to pick one of those spells up, I just don’t think it’s worth it. For your second level spell, I like Suggestion. Suggestion is going to be a solid spell no matter the level, so may as well get it for free!

In terms of spells, you get two more excellent ninth level options with Meteor Swarm and Prismatic Wall.

Meteor Swarm is the best damage spell in the game, hands down. With a massive AOE and incredible damage, this can flatten enemies in an instant, but can be dangerous to use when your allies are also on the battlefield. Powerful, yet a bit unwieldy.

Prismatic Wall is the ultimate CC spell, and while it can be teleported through, it will functionally never be destroyed in any conventional way which makes it supremely effective at walling enemies off.


Level 19

Epic Boon: Boon of Fate

Spell Change Log: + Gate + Shapechange

SPELL LEVELSPELL NAME
CantripBlade Ward
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
7th Level SpellCrown of Stars*
7th Level SpellReverse Gravity*
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellAntimagic Field
8th Level SpellDominate Monster*
8th Level SpellIllusory Dragon*
8th Level SpellMaze*
9th Level SpellGate
9th Level SpellMeteor Swarm
9th Level SpellPrismatic Wall*
9th Level SpellShapechange*
9th Level SpellTrue Polymorph*
9th Level SpellWish*
* = Prepared Spell

Level 19 brings your Epic Boon, and it’s hard to go wrong with Boon of Fate. Being able to potentially turn a failure into a success and vice versa, even if it’s once per short or long rest, can be the difference between surviving an encounter and not.

For your spell choices, I like picking up your final ninth level spells with Gate and Shapechange.

Gate is super weird and you’ll only want it for niche scenarios, but being able to use it for extraplanar transport or to forcibly bring an extraplanar entity to you is really nice. Not many use cases, but really helpful when you need it.

Shapechange does a very similar thing as True Polymorph, but instead of being able to make the transformation permanent, you can change forms in order to reset health and any other abilities the new form you’re switching to will have. Excellent for tough fights, just a bit less versatile than True Polymorph.


Level 20

Class Feature: Signature Spells (Counterspell/Dispel Magic)

Spell Change Log: + Forcecage + Demiplane

SPELL LEVELSPELL NAME
CantripBlade Ward
CantripBooming Blade
CantripGreen-Flame Blade
CantripLight (Aasimar)
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye*
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility*
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
7th Level SpellCrown of Stars*
7th Level SpellForcecage*
7th Level SpellReverse Gravity*
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellAntimagic Field
8th Level SpellDemiplane
8th Level SpellDominate Monster*
8th Level SpellIllusory Dragon*
8th Level SpellMaze*
9th Level SpellGate
9th Level SpellMeteor Swarm
9th Level SpellPrismatic Wall*
9th Level SpellShapechange*
9th Level SpellTrue Polymorph*
9th Level SpellWish*
* = Prepared Spell

For your final level up, you get an alright ability and your last two spells.

Signature Spells is similar to Spell Mastery, but you only get one free cast of the chosen spells per day. Still, as you get some spells for free, you’ll likely just want two excellent ones with Counterspell and Dispel Magic. Having free castings of two really important spells is great, and while picking both Counterspell and Dispel Magic may be a bit overkill, I like having as many chances to get these to work as possible.

For your final spell choices, I like picking up Demiplane and Forcecage.

Demiplane is not a spell you want prepared often, but it can helped when you need to hide out somewhere, access your portable storehouse, or whatever other reason you may need this for.

Forcecage was the best CC spell in 5e, but with the nerfs, it’s still a reasonable, but costly option. That said, the 1,500 gp material component should be no issue for level 20 adventurers, so I like having this as a solid CC option at this point.


DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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