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Add power surge damage to your attacks when possible. Have your familiar give the help action to activate Elven Accuracy super advantage. Then start swinging away with Booming Blade. As a bonus action, then cast Shillelagh (I know this is technically not RAW but it's been allowed at all of the tables I've ever played with and I'd be surprised if it wasn't changed in 1D&D). You also have a +6 to all of your saving throws with Arcane Deflection and Durable Magic. You now have an AC of 25 (Full Plate + Shield + Defense + Arcane Deflection + Durable Magic) or 28 with the Shield spell making you extremely hard to hit. Level 13: War Wizard, +2 Int, Spells: Disintegrate, Mass SuggestionĬast Fire Shield, Longstrider, and Phantom Steed before combat and then on round 1, throw out a big concentration spell. Level 12: War Wizard, Spells= Tenser's Transformation, Contingency Level 11: War Wizard, Durable Magic, Spells= Green Flame Blade, Synaptic Static, Summon Draconic Spirit Level 10: War Wizard, Spells= Wall of Force, Telepathic Bond Level 9: War Wizard, Feat= War Caster, Spells= Fire Shield, Tiny Hut, buy a shield Level 8: War Wizard, Spells= Greater Invisibility, Banishment, unprepare Sleep Level 7: War Wizard, Spells= Phantom Steed, Hypnotic Pattern
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Level 6: War Wizard, Power Surge, Spells= Counterspell, Fireball Level 5: War Wizard, Feat= Elven Accuracy, Spells= Sword Burst, Mirror Image, Augury, Pass without Trace (free, counteracts heavy armor stealth disadvantage) Level 4: War Wizard, Spells= Web, Misty Step Level 3: War Wizard, Arcane Deflection/Tactical Wit, Spells= Feather Fall, Alarm, Longstrider (free, 35 speed) Level 2: War Wizard, Spells= Booming Blade, Minor Illusion, Mind Sliver, Find Familiar, Detect Magic, Absorb Elements, Shield, Comprehend Languages, Sleep
#Shillelagh 5e full
Level 1: Fighter, Defense Fighting Style, Chain Mail (eventually Full Plate, 25 speed), Quarterstaff, Thieves' Tools, Explorer's Pack, 25 gp, Elvish, Thieves' Cant, Perception, Stealth, Investigation, Spells= Druidcraft, Guidance, Int-Shillelagh, Healing Word. I would still allow non-offensive cantrips, as I like to reward creative uses of spells.So, reading through the new UA, I realized just how powerful the new Magic Initiate feat is and wanted to build a non-bladesinger melee wizard to try to demonstate an interesting potential build. If I were the DM in this situation, I would restrict it to only cantrips with a casting time of 1 action, and disallow things like the examples you provided. In the case of mending, it should go into effect immediately, although the benefits of casting mending in the middle of combat are few, unless you have an Artificer ally with an Eldritch Cannon, Steel Defender, or Homunculus Servant in need of repair. Obviously, the intent was for you to cast an attack cantrip, such as booming blade or fire bolt, but this ability has been worded poorly, and allows for any cantrip to be cast, including ones that normally have a casting time of "1 bonus action" or "1 minute". It simply states that "you can cast one of your cantrips". Notably, the Bladesinger's Extra Attack feature lacks any language that restricts what type of cantrip you can cast. It effectively limits your options to mostly just offensive cantrips. You can see that it specifies what type of cantrip you can cast, with the limitations of needing to have a normal casting time of 1 action, and also only targeting the creature that provoked the opportunity attack. The spell must have a casting time of 1 action and must target only that creature. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. Compare that phrasing to the third benefit of the War Caster feat (PHB, p.