Dual Wielding Expert Image
Prerequisite: Requires the Dual Wielder Feat as this is an extension to that feat.
 

Your have become masterful with dual wielding weapons that others cannot. You gain the ability to dual wield weapons that have the Heavy, Two Handed or Versatile properties. When dual wielding weapons that are Heavy or Two Handed, the damage for these attacks become 1d10 + Strength Modifier. If you wish to use weapons that don't have Heavy or Two Handed, consult your DM about whether or not they'll allow it. For example, your DM may want your Long Swords to have added weight to them so that they become Heavy, this is all down to your DM however.

Because these weapons aren't usually an option to dual wield to this effect, you have a chance to miscalculate your swing, using strength and inertia to guide each attack. When making an attack roll, if you roll a number equal to or less than the DC of the Heavy Weapon you are wielding, you lose that attack and get the weapon stuck in the terrain around you. To get the weapon back, you must use an action to make an Athletics check to pull the weapon from the terrain around you. If you fail this save, the weapon will break and give you disadvantage on all attack rolls using it until you fix the weapon.

The Miss-swing DC depends on the weapon and the balance of the weapon. For example, a Great Axe has a lot more weight at the top so its DC would be 5, whereas if you were using a Great Sword, the DC would be 3 because it doesn't carry as much focused weight towards the top of the weapon.

This is something to always take into consideration and must be discussed with your DM if you are using improvised weapons as the shape of it can influence the DC of the rolls. Another issue that may arise which will also be down to your DM's discretion is the material of the improvised weapon, this is because a large lump of wood you've just picked up might instantly break if you fail the needed roll of its DC. This would mean that if you had a lump of wood with a DC of 3 and you rolled 3 or lower, it would shatter instantly with the force you were swinging it, no longer using the athletics check.

Miss-swing DC: 1 (DC will increase with the size of the weapon, for example a scythe would make the DC: 3 and a greataxe would make the DC: 5) - This DC affects the attack roll for the weapon, if you roll below the DC then you lose the attack and the weapon, and you must make an Athletics check (DC equal 10 + miss-swing score) or the weapon is broken. Consult the table below for the majority of weapons and the DC that each type will use. Ask your DM to make an independent decision on what DC a weapon would use if it isn't on the table.

Miss-swing  DC Weapon Types Athletics DC
1 Long Swords 11
2 Battleaxes, Flails, Great Clubs 12
3  Great-Swords, Pike 13
4  War-Picks, Glaives, Halberds, Scythe 14
5  Great-Axes, Maul, Lances, Morning Stars 15
Dual Wielding Expert Image

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