Your typical Wizard inBaldur’s Gate 3is far from being a Fighter or Barbarian. You will usually see them behind the other characters, firing off spells, and controlling the battlefield from a distance. This is what they excel at.

Things change, however, when you decide to build a Bladesinger Wizard, as thisWizard subclassfocuses on being more of a frontline combatant, slashing away at their opponents, and then retreating to fire off spells should they stay too long.

Baldur’s Gate 3 Bladesinger Wizard Character Creation Class

If you want the best of ranged and melee combat, consider trying out this Bladesinger Wizard build in Baldur’s Gate 3.

Best Bladesinger Wizard Character Creation Selections

The Bladesinger Wizard offers an interesting mix of ranged and melee combat. Thanks to the Bladesong ability, you can enhance your armor class and movement speed, making you a threat at both range and melee.

Because of the addition of melee combat, more races make good Bladesingers, and you will want to change your stats around a little bit when creating your character.

Baldur’s Gate 3 Bladesinger Wizard Character Creation Race Choice

Gale is also an option if you would rather use an Origin character, though you miss out on some good racial bonuses.

Best Bladesinger Wizard Race Selections

Since the Bladesinger is a hybrid subclass that blends melee and ranged attacks, you’re able to stick with agood Wizard race, such asHigh Elf, or you can mix things up and choose a more melee-focused race, such asHalf-Orc.

Elves get Darkvision and Fey Ancestry, but High Elves also get an additional cantrip from the Wizard spell list. You can also choose the Half-Elf with the High Elf lineage.

Baldur’s Gate 3 Bladesinging Wizard Starting Spells

Half-Orcs get Relentless Endurance, allowing them to stay standing when they hit 0 health, and they get Savage Attacks, allowing them to roll an additional die when they score a critical hit with a melee weapon - perfect for the Bladesinger who wants to be more melee focused.

Asmodeus Tiefling

Tieflings get resistance to fire damage and also have Darkvision. Asmodeus Tieflings also get the Produce Flame cantrip, as well as the Hellish Rebuke and Darkness spells.

I prefer to choose the High Elf racebecause of the additional cantrip they get from the Wizard spell list. This means that I have more spells to work with.

Baldur’s Gate 3 Bladesinging Wizard Starting Background

A great alternative would be the Asmodeus Tiefling, thanks to the additional spells that you get access to as you level up. you may also take Half-Orc for the damage buff from Savage Attacks since you will be using melee attacks.

Best Bladesinging Wizard Starting Spells

Wizards get access to the largest spellbook out of all the Baldur’s Gate 3 classes. They also get the ability to learn spells from scrolls at the cost of gold - a useful tool that you may take advantage of throughout the campaign.

Here are the spells I recommend choosing when creating your character.

Baldur’s Gate 3 Bladesinging Wizard Starting Ability Scores

Description

Blade Ward

For two turns, take half damage from weapon attacks.

Hurl a mote of fire at an enemy.

Ray of Frost

Deal cold damage and reduce the target’s movement speed.

Burning Hands

1st-level spell

Spray fire in an area, hitting multiple targets.

Thunderwave

Release a blast of thunder damage that pushes away targets and objects.

Longstrider

Increase the target’s movement speed by 3m until a long rest.

Witch Bolt

Create a lightning blast that links you to a target. Can deal additional damage each turn if reactivated.

As a reaction, create a shield that possibly makes attacks miss.

Magic Missile

Shoot magical darts that deal force damage and do not miss.

Being a Bladesinging Wizard, you will get Bladesinging healing charges by attacking with your weapon, and Bladesinging damage charges by attacking with spells of 1st level or greater. Because of this, you want spells that are reliable and can hit multiple targets.

I have found that Thunderwave and Burning Hands are very useful in combat since you will be up close to many enemies. Casting one of these will grant you charges while Bladesinging and will also help you damage multiple enemies at once.

Of course, you will want long-range spells as well, which is why you take Magic Missile and Witch Bolt.

Longstrider is also very useful, as it is a ritual spell that doesn’t cost any spell slots and will increase your movement speed, allowing you to move farther on the battlefield, especially when combined with the movement speed increase of Bladesinging.

Best Bladesinging Wizard Background and Skills

Wizard is a very intelligence-focused class. As such, you will want to choose skills that work withthe Intelligence ability.You can also choose skills that use the Dexterity ability, since Bladesinger is a very combat-focused class.

I recommend taking theAcolyte background, as this will grant you the Insight and Religion skills. When it comes to your skill choices, Igo for the Arcana and Investigation skills.

Best Bladesinging Wizard Ability Score Choices

Your primary Ability Scores are going to beIntelligenceandConstitution, as these will increase your spell attack and health. Of course, you will also want to focus onDexterity,since you will be very combat-focused.

Constitution

Intelligence

Intelligenceis set to 17 since it is your primary attack stat and what you need to hit and deal damage with your spells. Meanwhile,Dexterityis set to 14, since you will be mostly using finesse weapons.

Next,Constitutionis set to 14 to get that extra health on the battlefield.Strength,meanwhile, is set to 8, since you won’t be using any strength-based weapons.

Finally,Wisdomis set to 10 since it is not extremely useful, andCharismais set to 12, so you may do some of the talking.

Bladesinging Wizard Level-Up Abilities and Feats

As a Bladesinging Wizard, you will get access to the Bladesong ability. This will be your primary ability used during battle, and something you will be reliant on. Luckily, you will also get added armor proficiencies to help you out.

Training in War and Song

Grants light armor proficiency and the performance skill. It also grants proficiency with daggers, sickles, shortswords, rapiers, scimitars, and longswords.

While Bladesinging, you get a +2 bonus to Armor Class, your movement speed increases by 3m, and you gain advantage in acrobatics and constitution saving throws. You also gain a healing charge each time you attack with a melee weapon, and a damage charge each time you use a spell of 1st level or higher. These charges get released when you end Bladesong with the climactic release.

As you level up, you gain additional Bladesong Charges at levels 2, 5, and 9.

Bladesinger’s Weapon

Choose a weapon that will be your principal weapon, through which you will channel your power during combat.

Extra Attack

Able to attack an additional time for free.

Song of Defense

While Bladesinging, you may expend a spell slot to reduce incoming damage by 5 points.

Whenever you enter battle, I recommendactivating Bladesong, as this will increase your armor class and increase your movement speed. Combining this with the Longstrider spell from character creation will allow you to move an additional 6m in combat.

While Bladesinging, hold onto the charges that you accumulate, and try to use the Bladesinging Climax ability near the end of the 10-turn ability. This way, you will accumulate the most charges possible. You will also want to use it in an area where both allies and enemies are present to apply healing to your allies and damage your foes.

War Caster

Gain an advantage on rolls to maintain concentration.

Ability Score Improvement

Increase intelligence to 18 and Dexterity or Constitution to 15.

Spell Sniper

Reduces the number required to roll a critical hit with spells by 1.

When moving after making a melee attack, don’t provoke attacks of opportunity.

One of the best Feats that you can get is War Caster, since it gives you advantage on checks to maintain concentration. You will be getting attacked a lot, and nearly every spellcasting class needs this Feat to maintain their concentration.

Mobile is another great Feat,as this allows you to avoid attacks of opportunity. This can be used to attack targets and then retreat to a manageable distance if you are surrounded. Spell Sniper is also good if you want to increase your chances of scoring a critical hit with your spells.

The Ability Score Improvementis a good replacement for Mobile or Spell Sniper if you need the increased stats. I have found that you can get better stats by performing certain actions, such as eating the Hag’s Hair to increase a stat by 1 point.

Bladesinging Wizard Spell Choices

As stated previously, Wizards get access to amassive spell list.Luckily, you’re able to switch out your spells while not in combat, but you switch to spells you have not learned from leveling up or from scrolls. I find it very important to hang onto scrolls, so that you can learn more spells over time.

Bursting Sinew

Explode a corpse.

Ray of Sickness

Deal poison damage to a target and possibly poison them, granting them disadvantage.

False Life

Grant yourself temporary hit points.

Shadow Blade

2nd-level spell

Summon a shadow shortsword that deals psychic damage.

Phantasmal Force

Deal damage to the target at the start of each of its turns.

Attackers have a disadvantage on attack rolls against you.

Invisibility

Become invisible.

3rd-level spell

Hurl a fireball.

Become faster, allowing the target to take an extra action, move farther, and increase its armor class by +2.

Counterspell

Counter a spell.

Vampiric Touch

Sap life from a creature to heal yourself.

Phantasmal Killer

4th-level spell

Haunt a creature, dealing damage, and applying disadvantage on attack rolls and ability checks.

Conjure Minor Elemental

Summon a minor elemental.

Confuse a group of creatures, causing them to wander, attack at random, or stand still.

Conjure Elemental

5th-level spell

Conjure an elemental.

Summon a cloud of poison that deals damage each turn to those in the cloud.

Telekinesis

Pick up and throw objects or creatures. Can be reactivated each turn if you maintain concentration.

Fire Shield

Wrap your body in fire, dealing damage to those who attack you.

Strike fear into multiple targets.

Globe of Invulnerability

6th-level spell

Create an invulnerable globe, protecting all creatures within it.

Circle of Death

Create a circle of necrotic energy that damages those within it.

Flesh to Stone

Petrify a creature slowly.

Arcane Gate

Create two portals that are linked.

Wizards get a lot of very useful spells - some of which are the best in the game. Early on,the Shadow Blade spell is a great replacement for a weapon, and it will also deal more damage than most weapons you will find in the early game.

Later on,Fireballwill be used to clear out groups of enemies, whileVampiric Touchwill be used as a melee attack to regain health when needed.Bluris another great spell, as it will make you more difficult to hit in combat.

Hasteis a great spell that will allow you to rapidly attack targets around the battlefield. In the late game, spells likeFire Shieldcan protect you, while your summoning spells can grant you additional allies to aid you in battle.

Best Equipment for Bladesinging Wizard

Arcane Absorption Dagger

When you kill an enemy with this weapon, you regain a level 1 spell slot.

Gleamdance Dagger

When held in your off-hand, this weapon grants a +1 bonus to armor class.

Executioner Sword

When you kill a creature, you can cast a 1st-level spell without expending a spell slot.

Elegant Studded Leather

+2 bonus to initiative rolls. Grants the Shield spell.

Robe of the Weave

+1 bonus to spell save and spell attack rolls. When you succeed on a saving throw against a spell, regain health. +2 armor class.

Hood of the Weave

+2 bonus to spell save and spell attack rolls.

Mask of Soul Perception

+2 bonus to attack rolls, initiative rolls, and perception checks. Grants the Detect Thoughts spell.

Daredevil Gloves

you may use your spells at melee range without disadvantage. +1 bonus to spell attack rolls.

Quickspell Gloves

Your cantrips cost a bonus action instead.

Cloak of Displacement

Enemies have a disadvantage attacking you until you are hit.

Cloak of the Weave

+1 to spell save and spell attack rolls.

Helldusk Boots

Cannot be forcibly moved and you ignore the effects of difficult terrain.

Bonespike Boots

+1 bonus to armor class and saving throws if not wearing armor. Grants the Brutal Leap ability. +1.5m jump distance.

Spell Savant Amulet

Gain an additional level 2 spell slot.

Spellcrux Amulet

Spell Slot Restoration ability.

Amulet of Greater Health

Increases Constitution score to 23.

Ring of Protection

+1 to armor class and saving throw.

Ring of Regeneration

Regain 1-4 health each turn.

Orphic Ring

Grants the Confusion spell.

The combination of the Arcane Absorption Dagger and Gleamdance Dagger is great for Bladesinging Wizards, since the Arcane Absorption Dagger allows you to regain spell slots, and the Gleamdance Dagger increases your armor class.

As a replacement for the Arcane Absorption Dagger, the Executioner Sword works very well, as it allows you to cast a 1st-level spell for free whenever you kill an enemy.

Since you can use light armor, you can take advantage of the Elegant Studded Leather, as it increases your initiative rolls and grants you the Shield spell - a useful spell to protect yourself using your reaction. When combined with the Executioner Sword or Arcane Absorption Dagger, the spell slot usage doesn’t matter that much.

Of course, the Robe of the Weave is also great thanks to its bonus to spell saves and spell attack rolls, both of which will help you tremendously. It also provides a +2 bonus to armor class.

The Hood of the Weave is a great choice for head armor since it grants you additional spell save and spell attack roll bonuses. you’re able to also use the Mask of Soul Perception, as this will give you bonuses for melee combat, which is useful for gaining healing charges during your Bladesong.

While the Quickspell Gloves are great for using cantrips faster and getting off another spell in a round, it is far more useful to have the Daredevil Gloves, as these will allow you to use your ranged spell attacks as melee spell attacks, allowing you to stay in battle.

TheCloak of Displacementcan be your best friend, as it will allow you to forgo using the Blur spell during combat and grant you a similar effect. TheCloak of the Weaveis also great if you want additional spell attack and spell save bonuses.

The Helldusk Boots are amazing for allowing you to stay in combat without being pushed away by any effects. You also get to avoid the effects of terrain. You can alsouse the Bonespike Boots, which grant you additional armor classwhen not wearing armor. This works well with the Robe of the Weave, since it doesn’t count as armor.

The Spell Savant Amulet is great for getting an additional level 2 spell slot. If that is unnecessary for you, the Spellcrux Amulet will allow you to restore a spell slot. Finally, the Amulet of Greater Health will increase your Constitution score, granting you more health and increasing your survivability.

The Ring of Protectionwill further increase your armor class, making you a tougher target. Meanwhile,the Ring of Regenerationwill give you health each turn. Finally,the Orphic Ringwill grant you the Confusion spell, allowing you to take a different spell when selecting spells from your spellbook.

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