*Them:* You're telling me you took a feat, three level multiclass, and gave up shadow blade just to roleplay a character with 5 minutes of screen time from a movie that came out almost 20 years ago? *Me:* (Nazgûl screech, bonks you on head)
Personally I'd prefer just taking the spell misty step and teleporting away. Sure you can't use your intelligence to attack, but you don't waste 3 levels in a half Caster losing out on 3rd level spells at level 5. Plus you get an extra attack, one of those being a cantrip.
Or you can just take 4 levels in Wizard bladesinger subclass, choose any one handed weapon as your weapon of choice, get the Booming Blade cantrip and Mobile feat. You don't need the knockback effect from the Crusher feat to hit someone and retreat without provoking an attack of opportunity.
IMPORTANT NOTE: the Battle Ready feature requires a magic weapon, so make sure you either have a magic flail or you use the Enhanced Weapon Infusion to make this work.
@@mithilkulkarni5361 repeating shot can only go on ammunition weapons. It's dumb, but there are three very similar basic weapon infusions that all have slightly different restrictions.
*WITCH* *KING* *GO* *BRRRRRR!!!* Seriously, this is a *whacky* (hehe) idea, but a Bladesinger/Battlesmith is legit an *amazing* build and humans can grab the Crusher feat from level 1. Also, you're only stat that matters is intelligence, so you it's easy enough to take a few feats with out screwing yourself over! You can also do a similar thing to this as an Eldritch Knight fighter, which is a little stronger early game, little weaker late game! Enjoy!
You also get a little extra utility with this build with the Battle Smith's mechanical companion. Not a bad way to also mess with people and have another attack function on the battlefield.
I'm not sure this bill is worth it though because you are giving up 3 levels in wizard which Is a terrible cost, At 6th level instead of instead of launching 3 fireballs per day out of your fists you're stuck with shatter Not to mention the 2 feat investment
It gets much better as the lvs go up. It scales insanely well. It’s just for the first 4 lvs it’s meh but once u get the extra dmg on the initial hit and the 2d8 when they move it starts getting really good which with this it sounds like u will be at least 6-7 lv or 5th if your a human since u went 2 lvs into wizard and 3 into artificers. Booming blade is up there with eldritch blast if u build it to be. Honestly it’s really good on arcane clerics since they can add their wis mod to it because of potent spellcasting and that’s on the initial hit and when they move. Pick mobile to get away after attacking, Polearm masterey to get a reaction attack when they get close (tho limits your weapons), and then Warcaster to be able to cast booming blade again. And if u really want pick up spell sniper if u can and use a long reach weapon like a glaive and when they come within 10ft they get booming blade again and if they try and come within 5ft they take the moving dmg from booming blade again. Even without spell sniper and using a glaive your max dmg at lv 17 is going to be 101 (and that’s using a d8 weapon that’s not magic and also not arcane cleric). If u go arcane Cleric it goes up to 116. And then add all the rest and it goes up even more. Eldritch blast with hex and agonizing blast at lv 17 only goes up to 84 dmg. God I love booming blade. I honestly think it’s better then eldritch blast except for dmg type and the fact u have to go up to an enemy for booming blade. I think I’ve made my point. Sorry I kinda went off there 😂.
@David Stratton the build I wrote up in a shadar kai 1 level In fighter take two weapon. Fighting and two scimitar takes wizard to 6 for extra attack then go back to fighter for echo knight and blink around the table fey stepping into the boss with resistance. I heard people saying taking fighter slows attack attack so you lose damage but the bonus action attack is still a 1d6+MOD so it's not that bad. And once you get to level 6 fighter you can shadow blade scimitar booming blade bonus action shadow blade.
I have something similar with a Rogue Swashbuckler with a one level dip into Hexblade Warlock. Take the war caster feat and combo it with booming blade and the Swashbuckler ability to avoid reaction attacks and enjoy frustrating the DM. Rapier damage plus booming blade plus sneak attack for your attack, move away, extra booming blade damage if they come for you, war caster reaction to cast booming blade again plus rapier damage plus sneak attack again! Plus, as a Hexblade, medium armor and shield proficiency. Take hex for extra damage. Not too mention charisma for a Warlock and Swashbuckler which uses charisma meshes very well.
I'm pretty sure you can't combo Hex + Booming Blade, since both require your concentration. And the Booming Blade doesn't require your Charisma, so you could just take the Magic Initiate Feat to get it without needing to multiclass ^^
@@DaMuetze Booming Blade does not require concentration. One level dip in Hexblade Warlock gives you medium armor, shields, two cantrips, two 1st level spells, and CHA for melee damage. Swashbuckler pairs well since a few of their abilities are based off CHA, so it makes it easy to just use the one stat. Also, you really don’t lose much with a single dip into another class from Rogue. Hexblade’s curse plus hex plus regular damage plus booming blade plus sneak attack either as your action (once set up) or as a reaction is just awesome damage.
That isn't how OA work I'm afraid. You don't get one when something moves into your reach and why would they. You only get one when they move out. So if they want to get away from you, you get an OA and War Caster allows you to use BB, making it especially painful and a hard decision. Should I stay or should I go now? If I go, there will be trouble. And if I stay it will be double. You're especially alert at your opponents movements when you approach and could reasonably stop out of the literal reach one can do with a lunge irl and from there the dance begins. We control 5 sqft and can reach 5ft more, but we're not actually taking up 5 square feet after all and a grid is just a necessary evil to emulate tactical positioning better than theatre of mind.
@@robertchurch5646 you're right, I confused that with one of the Smite Spells. So that still makes it a viable combo. But I stand with my decision: I'd usually not dip into Hexblade, since the benefits are something that I can also pick up with a Feat and I'd have to stat my rogue to have superior Charisma, which makes other rogue-prominent features less good (stealth, lockpicking, sleight of hand, acrobatics, evasion...). The Rogue relies a lot in having high DEX, so building your character around CHA is (in my eyes) a detriment to the class in total.
@@DaMuetze you deffinitely don’t dump dex w a hexblade, still atleast a 14, What you get from the feat isn’t What you get from the dip, for medium armor and shield profficiency you’d need a whole other feat and if you were to take the magic initiate feat you’d not get your next feat till level 8 in comparison to the dip givning you the value of both moderately armored feat and the magic initiate (warlock) feat, at the same time as it allows you to choose if you want to be a dex based rogue or a cha based one, and on top of that you get the hexblade’s curse feature doubleing the crit range for some nice sneak attack booming blade crits, and you’ll get an ASI at level 5, at the cost of stalking your sneak attack scaling by one level. I’d not rly say the dip could be covered by a single feat and in the scenario pressented we’re going for a swash buckler so your were already not going to dump cha, Even if you’d have a 13 cha it’d still be worth it if you wanted booming blade on your swashbuckler
@@colovick you can't use medium armour or a shield with bladesong, so you're not actually SAD, as your (incredibly important due to your squishy hp) AC scales off of dexterity. You not being able to use medium armour or a shield also eliminates a lot of the defensive utility of the artificer. Furthermore, you're even more MAD because you can't take artificer levels after you've taken 6 levels in bladesinger (because delaying extra attack is a horrible idea) meaning you don't get your melee attacks scaling off of intelligence until level 9. Not only does this make you just as MAD as you would be otherwise for eight levels, it also turns levels 7 and 8 into completely, brutally dead levels, with you gaining no real benefit other than some concentration protection with the mind sharpener infusion and a +1 weapon or focus, if you don't already have that. At artificer 3 you get battle ready, allowing you to use intelligence for attack roles. As I previously discussed, this is mediocre and doesn't solve bladesinger's MADness issue, especially since they would probably mostly be casting spells straight classed at level 9 anyway. Steel defender provides some decent combat utility. However, the bonus action commands compete with both activating bladesong and casting shadow blade and suffer because of that. Additionally, the steel defender has terrible hit points for this level, and can easily get destroyed in combat, making it useless for the rest of the combat and requiring spell slots to revive. All in all, the battlesmith features are nice, if a bit lackluster. But you're losing a level in slot progression, THREE levels in spells known progression and an ASI (unless you take a fourth artificer level for an ASI, delaying your slot progression and spells known progression a further level). Frankly, spells are powerful, and delaying them so long makes you significantly weaker. You also delay your 10th level bladesinger feature, but that's not really an issue since I actually think it might be the weakest feature in the game. Still, delaying those higher level slots will make you weaker than a straight classed wizard for the rest of your career, and artificer just doesn't offer enough to justify it, especially since it doesn't give you proficiency in con saves unless you take it at level one, making the first six levels much more painful. Ultimately, one of the best things about the bladesinger is that multiclassing isn't necessary to have good AC, which this build just ruins. Also the build in the video isn't even impressive and avoiding opportunity attacks as bladesinger can be better achieved by a variety of options including, but probably not limited to: using a whip (with spell sniper if you want booming blade); bugbear (spell sniper not required); mobile; goblin; harengon; daolock with crusher; and telekinetic. Most of these options are more consistent, all of them are lower opportunity cost. Furthermore, all of them (apart from whip) can be used with a variety of weapons and shadow blade.
@@alexanderlea7882 I agree with you wholeheartedly but calling song of defense the "weakest feature in the game" is a stretch. Its really useful when you get hit for a ton of damage by a non-elemental damage type such as force damage
He must have started by thinking about how to get Bladesingers to use blunt weapons, then accidentally opened the door to the Crushing Feat + Booming Blade being the crux of a powerful 1-hit build that can be built in a lot of different ways.
Arcane cleric with mobile works well since they get potent spellcasting and can add wis mod to not only the initial dmg (since once u reach lv 5 it deals extra dmg on said initial hit) but also when they move they take it again. Then pick up Polearm mastery (limits your weapons but eh) and Warcaster and cast booming blade again if they come close again. With that it’s an additional 15 dmg on a cantrip (with max wis of course). Booming blade is such an amazing spell. Honestly except for the dmg type and the fact u have to be close to an enemy I think it’s better then eldritch blast (u can build it so it does more dmg then eldritch blast and that’s with agonizing blast and hex). And this is just with a cantrip no leveled spells or concentration.
Alternatively you can just be a bladesinger armorer artificer with the mobile feat and guardian armor (your armor has a gold price so you can booming blade with it) and just do hit and run tactics dealing massive thunder damage and making it so the people you attack have disadvantage to hit anyone besides you giving enemies the choice of either chasing after you and taking more damage or staying still to attack your frontliners at disadvantage enjoy being a menace to your dm and be the person to make them pull out the saving throws because we all know that's when the fun begins
One interesting tidbit. The weapon you kept showing, the spiked ball on chain is often categorized as a morning star which can be with or without a chain, hence the spikes on the ball (and piercing damage). A Flail (bludgeoning damage) is usually something more like a European version of nunchucks, with a haft connect via chain to a wooden bar (often iron shod or studded). I think this is because in both cases (Flail/nunchuck) they are derived from common tools used to thresh rice/grain/etc. Though in common practice (and a quick Google search) both chained versions (wooden length or spiked ball) can be called flail so you aren't actually wrong to use it. 🙃
Many if not most DND players would call a ball of spikes on a stick a morning star, and any chain and stick weapon is a flail. A mace usually has flanges. At least that is what previous editions taught us.
??? No. A morningstar, properly speaking, does not have a chain and anyone who claims otherwise is flat-out wrong. A spiked ball on a chain + handle is a flail, as is a studded bar on a chain + haft.
Another idea that would work pretty well with One Dnds background feats would be to either play the old hobgoblin or take the weapon master fest at level 1 some how to gain Hand crossbow proficiency as a straight wizard. Bladesong only specifies you cant be holding the weapon with more then one hand, it doesnt say anything about one handed range options. Edit: spelling
@@Samuel_Kabel yeah i've stopped dnd 5e ever since the OGL/Pinkerton scandals. I havent followed the DND1 or whatever they call it these days. My group has moved on to pathfinder 2E and gloomhaven. And of course life/work gets in the way so we've also minimized our TTRPG play time and transitioned to other hobbies like video games for me (i enjoyed and played baldur's gate 3 immensely + posted alot of build guides for it). Glad to see someone recognize my name from the DND space. Made me smile. Cheers!
…or you can take mobile - add 10 more feet to your movement (total 20 when bladesinging) and hit two people that are side by side (one getting the BOOM) and you move away. And best, your spell progression does not take a 3 level hiatus.
If you're actually playing it, I don't recommend a three level artifice or dip, that's a pretty big investment. Personally, i'd suggest a 1lv genie warlock dip.
@@zhangbill1194 Ah, then you can just get something like create bonfire so it has to move no matter what, not just if it has 5ft reach. It's simply better and doesn't take a feat unless you're fully martial (even then, you might prefer the magic feat if you don't plan on taking sentinel next, i've used crusher on a monk and felt underwhelming on its own at low levels where you have very limited attacks and enemies die easily) I admit that I didn't understand the idea but it just seems like a way to make booming blade a competitive option and not a combo. An eldritch knight with both cantrips can action surge and do both on a turn, and the bonfire stays there no need to recast. If enemy moves they take damage, if they dont they have to do a save or take more damage aside from the extra damage when casting the bonfire. And eldritch knights' eldritch strike means if you hit with booming blade, the bonfire save is made at disadvantage
this build is terrible, battlesmith bladesinger is a huge noob trap. use a one level genielock dip or one level in monk if you're feeling spicy for similar effects.
I’ve done a similar build to this before. It was an armorer artificer with the shield master feat which started out with 15 str, allowing me to shove someone away as a Bonus Action after attacking with a Thunder Gauntlet under the effects of Booming Blade. Additionally, I was playing a rock gnome so I took the Squat Nimbleness feature for the proficiency in Athletics to ease more shoving enemies and also to kick up my STR score somewhat, very fun to play an unconventional yet hilarious build.
You get the Steel Defender helping you out too. Means even if they come at you with an attack next turn, you can use its reaction to impose disadvantage on them lol
YES! I knew my yo-yo technique was valid! I've been using it with my eldritch knight for months now, in combo with the lightning lure cantrip and action surge and it makes wonders!
Isn't the yo-yo's origin as a weapon? From the Philippines if I'm remembering correctly. Probably only about a 1d4 damage, but with a headshot (the preferred target) a stun or knock out would be possible.
@@snake698 that is not what I said. I don't use lightning lure to trigger booming blade, I use it to get the enemies closer, I hit them with a normal melee attack, I use action surge, hit them again and then use crusher+booming blade.
@@snake698 I... know? I never said it did. It forces movement, and it is useful in combo with booming blade to control the battlefield, so that enemies take damage IF they decide to move. My technique works because it forces/impedes movement upon the enemies, with the combo of lightning lure, crusher and booming blade.
Another thing that can be done is if you take the magic initiate feat, choose primal spells that go off of intelligence, and pick the following: Goodberry, Shillelagh, and any other druid cantrip (I recommend druidcraft). Now you have a 1d8 magical bludgeoning damage weapon that works off of your intelligence while sacrificing no levels in wizard.
@@alexanderlea7882 Not in the One D&D UA. It is simply on the primal spell list. While this isn't an official thing that can be done yet, it is a thing that is in playtest for the future of 5e.
My artificer player does something similar with create bonfire and the telekinetic feat. If they can get a chokepoint, he'll put create bonfire down and stand right behind it. Then when enemies want to melee attack him, they need to stand in the bonfire. He'll then hit them with booming blade and push them back with the telekinetic feat, so that they need to take the thunder and the fire to hit him again. Or they can use their weaker but ranged options. Then the rest of the party uses his 21+ AC (tortle shell + enhanced defense shield + shield spell) as cover and slings saving throw spells.
This was made like a year ago but I was playing around with randomly generated DND characters (like roll for race, roll for class, roll for weapon, etc) and I ended up with a Minotaur Wizard who used a Flail as his weapon (he is apparently a former gladiator according to the random background) I literally remember thinking "dang he's kinda fun! Too bad wizards can't wield a flail"
one of my favorite bladesinger weapons is a hand crossbow, turning into a gunslinger wizard mixing in spells. could even take eldritch blast and crossbow expert for extra attacks
I could also use booming blade with my arcane trickster rogue and disengage as a bonus action. The problem with cool one-on-one strategies is that you're typically fighting in a group. Most of the time, either your party will finish off whoever you're facing before they move, or the team's fighter is in their face so they don't have to move.
Be noted that this can be done by swords bards with one level in hexblade. They can use their subclass features with any martial or simple weapon, they get to use ANY weapon they are proficient in as an spellcasting focus for their bard spells, their walking speed is increased by 10 feet whenever they take the attack action (bladesingers get that same bonus while bladesong is active), and while you Dont get to add Inteligence to your AC like bladesingers do during bladesong, you can use medium armor and shields without giving up any of your features. On top of that, this Just requires one level of multiclass (albeit battlesmiths get their doggos which is cool too), which hurts your spell progression a bit less (almost the same tho, since unlike other half casters, you round up artificer levels when it comes to calculating spellslots, so you get third level slots either way, but at least here you can actually pick them), and allows you to get an ASI at the same level this build comes online (5, so go 4 bard 1 hexblade), to Max charisma or to pick crusher if you want the Witch King to not be a Vhuman or custom lineage. Reborn is the way Plus swords bard opens more options too! Due to them getting the flourishes. You spend a bardic inspiration, but by 5 bard they recharge on short rest, combo well for this build. Defensive flourish lets you add a roll of your bardic inspiration to the damage of an attack and also to your AC for one round (this is on average almost as an use of the shield spell, which btw you can get through hexblade). Slashing flourish lets you use and roll a bardic inspiration and deal that roll as damage to another creature 5 feet of you, while you, while also adding it to the damage you do to the target of the original attack. If that doesnt give you Witch King swinging the flail around vibes, then you are a lost cause. And mobile flourish? You deal the extra damage like the other ones, and PUSH THE TARGET a number of feet equal to 5+the number rolled on the bard dice. And then you can use your reaction to instantly move your walking speed (which until you end your turn is 10 feet higher than normal) to a space 5 feet of the target, so you can push them again with crusher (and that if your DM doesnt let you stack crusher and flourish push in a single push). Oh and while you can only use one flourish per turn, the feature specifies you pick to use them AFTER you roll and see if it hits, so crit fishing is an option. And, while this is kinda cheesy, Hexblade's curse (which also makes you crit on a 19) says you add proficiency to damage rolls. Because the flail and the flourish are different rolls, it could be argued that they both benefit from it. So by using your bonus action to put it on someone, you are doing(assuming 18 cha and level 5) 2d8+8+6 damage every turn 4d8 and advantage next turn if you crit. An extra d6 if upon next turn you use hex if you have it (which you could have shield and hex as your two warlock spells). And if someone flees you, you eldritch blast them.
Pairs well with bugbear's extra range to lock them out of their melee range and still hit them. Personally I would use this on a Sorcadin with a maul but it's fun either way.
Here's a little bit I want to add: you don't even need the Bladesinger to make this build work. Artificers by base get booming blade and you can thus drop the bladesinger entirely to go for medium armor, a shield, and pick up the warcaster feat for good measure. Put most your points in INT, however many you want in CON, slot on some DEX, and put the rest in WIS and CHA and play a very effective Martial build that can still cast spells and engage in social encounters or provide help with perception checks or whatever you want really. Oh and if your dm allows it(since it's not RAW but does kinda make sense) you can booming blade as an opportunity attack, slap your enemy to an unfavorable square, and prevent them from moving under threat of more damage. You want to know what spell Artificer's get at level 5? Web. Drop that down next to you and wack people into it to make them make saves against being restrained. If they try to leave just oop them and make them take the save(potentially again if they left the web before procing oop) and all the while you can still cast other spells(minus ones requiring material components which includes web meaning you'll have to set it up before drawing your flail). Oh and don't worry about concentration because you have advantage on concentration saves, proficiency in CON saves, and free 16 CON while still maintaining high AC and whatever mental abilities you want really. Also you have whatever infusions you want(you will need 1 for your flail to make it magical though, but it makes it a +1 flail essentially and having a +1 flail negates this anyways) and also having a doggo ig, idk they're just there.
At 6th level, bladesinger gets extra attack, and can use one for a cantrip. You can booming blade, then use the second attack to shove the enemy, bypassing the need for crusher or the three levels in artificer, since you can now use whatever weapon you want.
Funny this video comes out now as I've recently been slightly obsessed with grabbing aberrant dragonmark and crusher on all of my martials XD It's honestly a nice combo if you're not a high level fighter or a build with a ton of attacks, specifically because both feats can increase constitution, and you get a once/day 1st level spell as well. A free absorb elements never hurt anyone except the enemy XD Using a maul to do 2d6+1d8 and a possible additional 2d8 is a nice option to have over 2 attacks in a lot of situations
I had a friend who did 3 levels artificer and the rest bladesinger and because it didn't specify melee he used a gun with the gunner feat. It was q great character concept.
A probably more effective way of achieving this is an a one level dip in genie warlock, especially since this allows the use of a whip, a reach weapon. Another option is a one level monk dip, which provides a surprisingly large amount of utility (dex for monk weapons, fred bonus action attacks) although it can potentially reduce defense.
We have a celestial Warlock pact of the chains with booming blade and crusher. He took the invocation that make All healing Maxed out, such as his subclass D6 healing dice. He then slows the target with spirit shroud so they can't really get passed him.
Weird thing about grapples are they can be broken by moving a creature outside of their grapple reach, so my group has this rogue/artificer who uses a sling to sneak attack grappling targets then crusher them too far away to grapple their allies, making the party effectively unstoppable in most situations
I'm currently playing a "Gun" Singer. Only level 3 (artificer 1/Bladesinger 2), but blasting with a pistol after casting crowd control while familiar gives barbarian frontliners free advantage is great synergy. I use most of my spells for silvery barbs to protect the....barbs....
My only problem with booming blade and crusher is your team will probably be trying to constantly flank every enemy you're attacking meaning they don't have to move after you hit them 🙄 Just venting lol
you could also use a gun, this plus spell sniper(eldritch blast) and you literally can just fan the hammer in combat, take 2 lvs in hexblade warlock and uh, you’ve got a real fun combo going
Can pull this off on a Swashbuckler Rouge. Mage Initiate for Booming Blade, and you're done. Swashbucklers get the "anyone you attack can't oppie you" feature AND +CHA to initiative, plus they basically always Sneak Attack due to also getting it if there's nobody by their target next to them. Played this on a reslinned Lightfoot Halfling. Basically the only way to keep me from escaping was to surround me with specifically Small Enemies.
no no no, the crusher feat goes with a bugbear, a quarterstaff, polearm master, and sentinel (or cavalier). Now you can hit them, and when they move to hit you, you stop them in their place and push them right back. Rince-repeat. Ranged attacks can still hit you, but those are rare, and your friends can help with that.
i think its worth mentioning as a Bladesinger, you get prof with only one type of one handed weapon but you could technically use any weapon without prof
Booming Blade and Crusher is a solid combo. But you can add it to multiple builds ! Booming Blade does not hit based on your spellcasting, bit based on your weapon attack : - Take a High-Elf or a Kobold for the BB cantrip, and be a druid. Use Shillelagh to get a magic stick which works on WIS. Take Crusher later. Now your Druid can melee ! - Make a Cleric SAD by taking a Nature Cleric, take Shillelagh and Booming Blade thanks to your race. Take Crusher later. - My favorite : VH, Crusher at lvl 1, Warlock, take Shillelagh and Booming Blade as cantrips with pact of the tome. Now you hit with your CHA like a Hexblade !
I tried a fighter/wizard once. Not that strong, but really fun You use those melee cantrips literally no one even looks at for damage and cast Shield to keep your AC up. If you go for War magic tradition, you can keep using Arcane Deflection for AC when you run out of spell slots You basically become a gladiator that deflects attacks trough. In my case i went for a one-handed weapon and no shield(as to keep a hand for spell casting), so i flavored it as using the cape for deflecting attacks
I've always added in the double bladed scimitar as an option despite its properties. If you're going for an elven bladesinger in faerun, I feel like it fits really nice despite not being RAW.
Taking the telekinetic feat does virtually the same thing without messing with your spell progression or forcing you to take a feat more suited to a martial.
I'm playing this build, but a bit different: Use a quarterstaff with one level in Monk (to use dexterity) and you can even use the polearm master feat!
@@MaMastoast That could work as well, so you wouldn't even need polearm master! I want to use Tenser's Transformation later, however. Other then that, not really no :p
The effect of booming blade only works if the target WILLINGLY moves. The crusher feat, command, being shoved, dissonant whispers, etc. Are examples of forced movement and do not proc.
Yah he knows that if you rewatch the video and reread booming blade "At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit" and "the damage the target takes for moving increases to 2d8." so he is completely right.
If your tables uses UA you could also, in theory, just take magic initiate (primal) use your int and pick shillelagh to bonk with a quarterstaff and do this without needing to dip artificer.
If you take another level dip into cleric or paladin, you can grab the Devotee’s Censer, a magic flail that deals 1d8 bludgeoning and an extra 1d8 radiant damage. Also, once per day, you can have the flail emit a 10ft radius incense cloud that heals 1d4 HP per turn for a minute.
Bladesingers actually have schools, similar to Witchers, that focus on different weapons. I forget their names but they focus on blunt weapons, axes, and swords.
Warlock pact of the blade with eldritch smite and booming blade. Eldritch smite does 1d8 plus 1d8 per spell level used to cast it and knocks a creature huge or smaller prone. Cost nothing to use just something you can do on a hit. Add booming blade so when the person gets up they get the extra thunder damage