Base Class: Fighter
The Akimbo fighter is a disciplined warrior who excels in wielding two weapons in tandem, employing a blend of harmonious offense and defense to outmaneuver and outlast their foes.
Synchronized Assault
When you choose this archetype at 3rd level, your attacks with your off-hand weapon become more effective. When you take the Attack action and attack with a melee weapon that you're holding in one hand, you can use a bonus action to attack with a different melee weapon that you're holding in the other hand. If the attack with your off-hand weapon hits, you can add your proficiency bonus to the damage roll for that attack. This bonus damage is in addition to any other bonuses you would normally add to the damage roll.
Harmonious Defense
Starting at 3rd level, your skill in fighting with two weapons simultaneously grants you additional defensive capabilities. While you are wielding a separate melee weapon in each hand, you gain a +1 bonus to AC.
Coordinated Offense
At 7th level, your ability to fight with two weapons has become more refined. Once per turn when you hit a creature with a weapon attack during your turn, you can attempt to create an opening. If your attack roll with your main-hand weapon is higher than the target's AC by 5 or more, you may immediately make a weapon attack with your off-hand weapon as part of the same action. You must call this out before you roll, if you fail you can’t do it on a different attack.
Evasive Footwork
By 10th level, your agility in combat is unmatched. When you move on your turn in combat, you can double your proficiency bonus to any Acrobatics check you make during your movement. Additionally, if you move at least 10 feet in a straight line and then hit a creature with a melee weapon attack on the same turn, you can increase your AC by 2 until the start of your next turn.
Twin Parry and Riposte
At 15th level, your command of your weapons allows you to seamlessly defend and counterattack. When a creature hits you with a melee attack, you can use your reaction to reduce the damage by an amount equal to 1d8 + your Dexterity or Strength modifier (minimum reduction of 1). If you reduce the damage to 0 and are holding a different melee weapon in each hand, you can immediately make a melee weapon attack against the attacker as part of the same reaction.
Akimbo Mastery
At 18th level, your mastery over dual-wielding reaches its peak, allowing you to exploit your enemies' vulnerabilities with deadly precision. When you hit a creature with a weapon attack using your main-hand weapon, you can expose a flaw in their defenses. For 1 minute, or until you use this ability again, you gain the following benefits against that target:
- Your attacks against the target have advantage.
- If you hit the target with an attack using your off-hand weapon, the target must succeed on a Strength or Dexterity saving throw (target's choice) against a DC equal to 8 + your proficiency bonus + your Dexterity or Strength modifier or be either knocked prone or disarmed of one item it is holding (your choice).
- You can use this feature a number of times equal to your Dexterity or Strength modifier (minimum of once). You regain all expended uses when you finish a long rest.
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