I'm considering doing a 2024 version of a whirling dervish-ish barbarian I had under the 2014 rules
The old version of the character had the Dual Wielder feat with battle axes (reskinned as khopesh). The new version would dual wield scimitars, trading smaller damage dice for more attacks
However, there doesn't seem to be any way to add a Fighting Style to a barb, to get the extra damage on the Nick/DW attacks. Am I missing something, or would the only way to get the Two-Weapon Fighting Style be to multi-class into something like Fighter?
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Barbarians in 2024 and 2014 rules do not get a fighting style. To add one you would likely have to multiclass into one of the 3 classes that get a fighting style (Fighter, Ranger, Paladin).
Barbarians in 2024 and 2014 rules do not get a fighting style. To add one you would likely have to multiclass into one of the 3 classes that get a fighting style (Fighter, Ranger, Paladin).
In 2014 there was a feat for fighting styles, but also it was less important to get that extra damage since it was only one attack (your off-hand) each round that didn't get it
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The old Fighting Initiate feat is the one you are looking for, but using a feat is a heavy price for a fighting style early on . Personally, I would just take a 1/2-level dip into fighter to get the Two-Weapon Fighting fighting style feat and maybe Action Surge. Take your first five levels in Barbarian to get Extra Attack as early as possible, getting Dual Wielder at level 4, then take your level or two of Fighter and laugh while you blend your enemies to death.
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Nick
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Dual Wielder
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.
.......
So wielding two scimitars (light/nick)
two light weapons so you can use the light property to get an extra attack as a BA
the nick mastery can be used to move that extra attack to the action leaving the BA free
DW feat you get a BA attack with a weapon that doesn't have to be light. Note the wording is "enhanced dual wielding" so I assume this replaces the stat block text for the light property (? is that right) so as long as ONE of the two weapons is LIGHT then you get a BA attack with the other weapon, which allows scimitar as the main weapon and warhammer as the second (ie offhand) weapon.
I don't see it as allowing a second extra attack just because the nick property has moved the BA attack to the attack action. I see it as allowing the extra attack to be non-light.
4th level Barbarian (earliest to get the DW feat) comparison, 1 att a round, and lets say an 18 STR, and a +2 rage bonus.
Attack scimitar deals 1d6 +4 +2 for 9 1/2 avg damage. Extra attack with warhammer (DW feat) does 1d8 +0 +2 for 6 1/2 avg damage. TOTAL is 16 damage
Option A: If they had (somehow at 4th level Barb) Two Weapon fighting style they would add an extra 4 damage. TOTAL is 20 damage
Option B: If they were a Berserker sub class they would get to add 2d6 (7 average) damage to the first hit. TOTAL is 23 damage
Option C: If they were a Zealot sub class they would get to add 1d6 + 2 (5 1/2 average) damage to the first hit. TOTAL is 21 1/2 damage
So to me it looks like Berserker/Zealot give more damage than a dip into fighter to get the fighting style.
20th level Barbarian comparison, 2 att a round, and lets say an 24 STR, and a +4 rage bonus.
TWO Attack scimitar deals 1d6 +7 +4 for 14 1/2 avg damage. Extra attack with warhammer (DW feat) does 1d8 +0 +4 for 8 1/2 avg damage. TOTAL is 37 1/2 damage
Option A: If they had Two Weapon fighting style they would add an extra 5 damage (max 20 STR if you dip for the FS). TOTAL is 42 1/2 damage
Option B: If they were a Berserker sub class they would get to add 4d6 (14 average) damage to the first hit. TOTAL is 51 1/2 damage
Option C: If they were a Zealot sub class they would get to add 1d6 + 10 (13 1/2 average) damage to the first hit. TOTAL is 51 damage
So again at 20th level it is even more in favour of straight class barbarian compared to dipping to get the fighting style. Assumes if DPR is the objective then Zealot/Berserker are considered as the other two subbies don't add to DPR. But even so the capstone barbarian ability of +4 to STR taking it to 24 assumedly means they gain +4 damage on their main 2 attacks, compared to the +5 possibility the fighting style grants on the extra dual wielding attack is really not much to consider when you look at the 20th level Barb also gets a 10% bonus to hit, so all around hits more often and so does 10% more damage.
Can't see any situation that warrants the fighting style for DPR, unless it is for thematic fun for the character concept.
Can't see any situation that warrants the fighting style for DPR
I wasn't asking about the DPR
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Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I don't see it as allowing a second extra attack just because the nick property has moved the BA attack to the attack action. I see it as allowing the extra attack to be non-light.
Jeremy Crawford was specifically asked about the interaction between the Nick weapon mastery and the Dual Wielder feat at Gen Con. He confirmed that a character with Dual Wielder and Nick will get both extra attacks.
So on a level 5 fighter: First Attack -> Second Attack -> Nick Attack -> Dual Wielder Bonus Action Attack
After the first attack, the order of the attacks can be taken in any order of the players choice.
Jeremy Crawford was specifically asked about the interaction between the Nick weapon mastery and the Dual Wielder feat at Gen Con. He confirmed that a character with Dual Wielder and Nick will get both extra attacks.
So on a level 5 fighter: First Attack -> Second Attack -> Nick Attack -> Dual Wielder Bonus Action Attack
After the first attack, the order of the attacks can be taken in any order of the players choice.
I failed to find that when i searched, thanks for the information. I stand corrected. Do you have a link for that please?
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Nick
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Dual Wielder
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.
.......
So wielding two scimitars (light/nick)
two light weapons so you can use the light property to get an extra attack as a BA
the nick mastery can be used to move that extra attack to the action leaving the BA free
DW feat you get a BA attack with a weapon that doesn't have to be light. Note the wording is "enhanced dual wielding" so I assume this replaces the stat block text for the light property (? is that right) so as long as ONE of the two weapons is LIGHT then you get a BA attack with the other weapon, which allows scimitar as the main weapon and warhammer as the second (ie offhand) weapon.
I don't see it as allowing a second extra attack just because the nick property has moved the BA attack to the attack action. I see it as allowing the extra attack to be non-light.
4th level Barbarian (earliest to get the DW feat) comparison, 1 att a round, and lets say an 18 STR, and a +2 rage bonus.
Attack scimitar deals 1d6 +4 +2 for 9 1/2 avg damage. Extra attack with warhammer (DW feat) does 1d8 +0 +2 for 6 1/2 avg damage. TOTAL is 16 damage
Option A: If they had (somehow at 4th level Barb) Two Weapon fighting style they would add an extra 4 damage. TOTAL is 20 damage
Option B: If they were a Berserker sub class they would get to add 2d6 (7 average) damage to the first hit. TOTAL is 23 damage
Option C: If they were a Zealot sub class they would get to add 1d6 + 2 (5 1/2 average) damage to the first hit. TOTAL is 21 1/2 damage
So to me it looks like Berserker/Zealot give more damage than a dip into fighter to get the fighting style.
20th level Barbarian comparison, 2 att a round, and lets say an 24 STR, and a +4 rage bonus.
TWO Attack scimitar deals 1d6 +7 +4 for 14 1/2 avg damage. Extra attack with warhammer (DW feat) does 1d8 +0 +4 for 8 1/2 avg damage. TOTAL is 37 1/2 damage
Option A: If they had Two Weapon fighting style they would add an extra 5 damage (max 20 STR if you dip for the FS). TOTAL is 42 1/2 damage
Option B: If they were a Berserker sub class they would get to add 4d6 (14 average) damage to the first hit. TOTAL is 51 1/2 damage
Option C: If they were a Zealot sub class they would get to add 1d6 + 10 (13 1/2 average) damage to the first hit. TOTAL is 51 damage
So again at 20th level it is even more in favour of straight class barbarian compared to dipping to get the fighting style. Assumes if DPR is the objective then Zealot/Berserker are considered as the other two subbies don't add to DPR. But even so the capstone barbarian ability of +4 to STR taking it to 24 assumedly means they gain +4 damage on their main 2 attacks, compared to the +5 possibility the fighting style grants on the extra dual wielding attack is really not much to consider when you look at the 20th level Barb also gets a 10% bonus to hit, so all around hits more often and so does 10% more damage.
Can't see any situation that warrants the fighting style for DPR, unless it is for thematic fun for the character concept.
Sort of depends on what level the campaign ends. The berserkers bonus damage caps out at level 10 and its at 3 dice from levels 4-9 so a level 5-7 berserker/1 fighter is all win. Between levels 6-19 there will be a lot of levels where a fighter dip is beneficial. There will be levels where its not the best like when you get the 4th dice, or brutal strikes potentially.
A pity you need to multi class to get a fighting style in 2024, like I didn't see wizards taking it before so that new prereq only seems to hit martials that don't have it. Kind of sucks if your build would fit it, heck the feats kind of suck they are not 1/2 feats like all other general feats and they aren't more powerful than most of them like heavy weapon mastery etc. But lots of times it just fits the concept. Do you need thrown weapon fighting style if playing a barbarian thrower, no its just 2 damage, but it fits the concept really well.
Treantmonk Update on today's video: Monty from the Dungeon Dudes contacted me to let me know he had asked Jeremy Crawford about Dual Wielder at Gencon, and here's how it works: It provides a single bonus action attack, so if you are using a weapon with the Nick Mastery that's one more attack. Two Weapon Fighting does add your ability score modifier to the damage of the extra attack.
Your Barbarian would have to multiclass as Fighter to get Two-Weapon Fighting Style unless your DM is willing to houserule Human Versatile to take it instead of the Origin Feat or let you customize a Background: Dervish with the feat .
Otherwise, without juggling weapons, which i think is too annyong for the little value it add and the thematic you're going for, i would definitely just stick with a pair of Scimitar reflavored as Khopesh.
Thanks, only mentioned in the comments, So a dude (who admitted to not really understanding it in his video) heard from a more reputable dude that had a chat with The Dude! (tm) but with nothing released from the developers of the game a-la sage advice etc to that effect.
Thanks, only mentioned in the comments, So a dude (who admitted to not really understanding it in his video) heard from a more reputable dude that had a chat with The Dude! (tm) but with nothing released from the developers of the game a-la sage advice etc to that effect.
There is also a video by the Dungeon Dudes where they specifically talk about their own conversation with Jeremy Crawford at Gen Con, so that feels like a pretty decent source.
Level 1-2: Barb. Two scimitar attacks per rd (Light/Nick) with Rage bonus, but only one with STR bonus Level 3: Path of the Wild Heart, reskinning the animal totems as desert ones Level 4: Dual Wielder feat. Three scimitar attacks using BA (so 2nd rd on after Rage is up), one w/STR, three w/Rage Level 5: Extra Attack. Four scimitar attacks using BA, two w/STR, four w/Rage
Level 6-7: multiclass into Fighter. TWF makes it four scimitar attacks using BA w/STR and Rage Level 8: probably Battle Master (Push/Trip/Riposte) Level 9: Feat/ASI
Level 10: back to Barb the rest of the way
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I've tried to come up with the best build I can. Here goes:
Race: Half‐Orc
Traits: Relentless Endurance, Savage Attacks, +2 Strength, +1 Constitution
Background: Soldier (or a similar option that boosts Strength/Constitution and Athletics)
Barbarian 18 (for Rage, Extra Attack, Totem Warrior – Bear, Brutal Critical, Fast Movement)
Fighter 2 (for Two-Weapon Fighting style, Action Surge, Second Wind)
Key Feats/ASIs:
Level 4 Barbarian: Dual Wielder (enables use of non-light weapons and gives +1 AC)
Later ASIs to push Strength to 20 and bolster Constitution; consider Resilient (Wisdom) if needed
Weapons: Two one-handed martial weapons (e.g., longswords or battleaxes)
Armor: Unarmored Defense (AC = 10 + Dex modifier + Con modifier) augmented by the Dual Wielder feat and any magic items
Early Levels (1–5):
Jump into fights by raging right away—this makes you hit harder and take less damage. Use Reckless Attack to give yourself advantage on your swings, but remember, enemies will hit you more easily too. Thanks to your Bear Totem, you can shrug off most types of damage, so don’t be afraid to get right in the middle of things.
When You Get Fighter (Levels 6–7):
Once you pick up a couple levels of Fighter, things get even more fun. Action Surge lets you go all out for a turn, making a bunch of extra attacks when it really matters (like when you need to drop a boss or clear out a crowd). Your off-hand attacks get stronger too, since you now add your Strength bonus to them—so every swing counts.
Higher Levels (8+):
As you keep leveling up Barbarian, you just get tougher and meaner. You’ll have more rages, hit even harder, and your critical hits will be absolutely brutal. You’re fast, you can soak up tons of punishment, and you can chase down pretty much anyone. Use your bonus action for extra attacks or to move around the battlefield—whatever the situation calls for. If you see spellcasters or traps, you’re built to handle those too, so don’t be afraid to take the lead.
You’re the wild, unstoppable force on the front lines—charging in, swinging both weapons, and tanking hits that would drop anyone else. When it’s time to go all out, you’ve got Action Surge for a massive round of attacks. You’re tough, you’re fast, and you’re always ready to throw yourself into the thick of the fight.
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Nick
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Dual Wielder
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.
.......
So wielding two scimitars (light/nick)
two light weapons so you can use the light property to get an extra attack as a BA
the nick mastery can be used to move that extra attack to the action leaving the BA free
DW feat you get a BA attack with a weapon that doesn't have to be light. Note the wording is "enhanced dual wielding" so I assume this replaces the stat block text for the light property (? is that right) so as long as ONE of the two weapons is LIGHT then you get a BA attack with the other weapon, which allows scimitar as the main weapon and warhammer as the second (ie offhand) weapon.
I don't see it as allowing a second extra attack just because the nick property has moved the BA attack to the attack action. I see it as allowing the extra attack to be non-light.
[snip]
To answer why this reasoning is wrong so that others don't see this thread and think that the dev is the only source:
While it sounds like the feature "enhanced duel wielding" would change the light property, there are a few problems with that assumption.
The most obvious is, despite the name, it never actually says it does that, so it doesn't.
Upon closer examination, the whole argument falls apart when you consider that the light property is distinct from the act of duel wielding, which the feat is enhancing by letting it give an additional extra attack.
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To me the investments are consequent when wielding two weapons;
Unitiated Wielder: 1 attack with a Light weapon as Attack Action, 1 extra attack with a different Light weapon as a Bonus Action with no damage mod.
Nick Master: 1 attack with a Light weapon and 1 extra attack with a different Light weapon as Attack Action with no damage mod.
Two-Weapon Fighter: 1 attack with a Light weapon, 1 extra attack with a different Light weapon as a Bonus Action with no damage mod.
Dual Wielder: 1 attack with a Light weapon as Attack Action, 1 extra attack with a different non-Two Handed melee weapon as a Bonus Action with no damage mod.
Nick Master Two-Weapon Fighter: 1 attack with a Light weapon as Attack Action and 1 extra attack with a different Light weapon as Attack Action with no damage mod.
Dual Wielder Two-Weapon Fighter: 1 attack with a Light weapon as Attack Action, 1 extra attack with a different non-Two Handed melee weapon as a Bonus Action with no damage mod.
Dual Wielder Nick Mastery: 1 attack with a Light weapon and 1 extra attack with a different Light weapon as Attack Action with no damage mod., 1 extra attack with a different non-Two Handed melee weapon as a Bonus Action with no damage mod.
Two-Weapon Fighter Dual Wielder Nick Master: 1 attack with a Light weapon and 1 extra attack with a different Light weapon as Attack Action, 1 extra attack with a different non-Two Handed melee weapon as a Bonus Action with no damage mod.
Thanks Team. It would have been useful if @WotC had just listed the different combos as examples in the book rather than having a planet of users pondering ...
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I'm considering doing a 2024 version of a whirling dervish-ish barbarian I had under the 2014 rules
The old version of the character had the Dual Wielder feat with battle axes (reskinned as khopesh). The new version would dual wield scimitars, trading smaller damage dice for more attacks
However, there doesn't seem to be any way to add a Fighting Style to a barb, to get the extra damage on the Nick/DW attacks. Am I missing something, or would the only way to get the Two-Weapon Fighting Style be to multi-class into something like Fighter?
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Barbarians in 2024 and 2014 rules do not get a fighting style. To add one you would likely have to multiclass into one of the 3 classes that get a fighting style (Fighter, Ranger, Paladin).
In 2014 there was a feat for fighting styles, but also it was less important to get that extra damage since it was only one attack (your off-hand) each round that didn't get it
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The old Fighting Initiate feat is the one you are looking for, but using a feat is a heavy price for a fighting style early on . Personally, I would just take a 1/2-level dip into fighter to get the Two-Weapon Fighting fighting style feat and maybe Action Surge. Take your first five levels in Barbarian to get Extra Attack as early as possible, getting Dual Wielder at level 4, then take your level or two of Fighter and laugh while you blend your enemies to death.
To recap then ...
Light
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Nick
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Dual Wielder
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.
.......
So wielding two scimitars (light/nick)
I don't see it as allowing a second extra attack just because the nick property has moved the BA attack to the attack action. I see it as allowing the extra attack to be non-light.
4th level Barbarian (earliest to get the DW feat) comparison, 1 att a round, and lets say an 18 STR, and a +2 rage bonus.
So to me it looks like Berserker/Zealot give more damage than a dip into fighter to get the fighting style.
20th level Barbarian comparison, 2 att a round, and lets say an 24 STR, and a +4 rage bonus.
So again at 20th level it is even more in favour of straight class barbarian compared to dipping to get the fighting style. Assumes if DPR is the objective then Zealot/Berserker are considered as the other two subbies don't add to DPR. But even so the capstone barbarian ability of +4 to STR taking it to 24 assumedly means they gain +4 damage on their main 2 attacks, compared to the +5 possibility the fighting style grants on the extra dual wielding attack is really not much to consider when you look at the 20th level Barb also gets a 10% bonus to hit, so all around hits more often and so does 10% more damage.
Can't see any situation that warrants the fighting style for DPR, unless it is for thematic fun for the character concept.
Life's hard - get a helmet!
I wasn't asking about the DPR
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Jeremy Crawford was specifically asked about the interaction between the Nick weapon mastery and the Dual Wielder feat at Gen Con. He confirmed that a character with Dual Wielder and Nick will get both extra attacks.
So on a level 5 fighter: First Attack -> Second Attack -> Nick Attack -> Dual Wielder Bonus Action Attack
After the first attack, the order of the attacks can be taken in any order of the players choice.
I failed to find that when i searched, thanks for the information. I stand corrected.
Do you have a link for that please?
Life's hard - get a helmet!
Sort of depends on what level the campaign ends. The berserkers bonus damage caps out at level 10 and its at 3 dice from levels 4-9 so a level 5-7 berserker/1 fighter is all win. Between levels 6-19 there will be a lot of levels where a fighter dip is beneficial. There will be levels where its not the best like when you get the 4th dice, or brutal strikes potentially.
A pity you need to multi class to get a fighting style in 2024, like I didn't see wizards taking it before so that new prereq only seems to hit martials that don't have it. Kind of sucks if your build would fit it, heck the feats kind of suck they are not 1/2 feats like all other general feats and they aren't more powerful than most of them like heavy weapon mastery etc. But lots of times it just fits the concept. Do you need thrown weapon fighting style if playing a barbarian thrower, no its just 2 damage, but it fits the concept really well.
https://www.youtube.com/watch?v=Z3CFRbkddPk
Your Barbarian would have to multiclass as Fighter to get Two-Weapon Fighting Style unless your DM is willing to houserule Human Versatile to take it instead of the Origin Feat or let you customize a Background: Dervish with the feat .
Otherwise, without juggling weapons, which i think is too annyong for the little value it add and the thematic you're going for, i would definitely just stick with a pair of Scimitar reflavored as Khopesh.
Thanks, only mentioned in the comments, So a dude (who admitted to not really understanding it in his video) heard from a more reputable dude that had a chat with The Dude! (tm) but with nothing released from the developers of the game a-la sage advice etc to that effect.
Life's hard - get a helmet!
There is also a video by the Dungeon Dudes where they specifically talk about their own conversation with Jeremy Crawford at Gen Con, so that feels like a pretty decent source.
Thanks ... will pass on to my DM :o)
Life's hard - get a helmet!
So at the moment, here's what I'm looking at
Level 1-2: Barb. Two scimitar attacks per rd (Light/Nick) with Rage bonus, but only one with STR bonus
Level 3: Path of the Wild Heart, reskinning the animal totems as desert ones
Level 4: Dual Wielder feat. Three scimitar attacks using BA (so 2nd rd on after Rage is up), one w/STR, three w/Rage
Level 5: Extra Attack. Four scimitar attacks using BA, two w/STR, four w/Rage
Level 6-7: multiclass into Fighter. TWF makes it four scimitar attacks using BA w/STR and Rage
Level 8: probably Battle Master (Push/Trip/Riposte)
Level 9: Feat/ASI
Level 10: back to Barb the rest of the way
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I've tried to come up with the best build I can. Here goes:
Race: Half‐Orc
Traits: Relentless Endurance, Savage Attacks, +2 Strength, +1 Constitution
Background: Soldier (or a similar option that boosts Strength/Constitution and Athletics)
Barbarian 18 (for Rage, Extra Attack, Totem Warrior – Bear, Brutal Critical, Fast Movement)
Fighter 2 (for Two-Weapon Fighting style, Action Surge, Second Wind)
Key Feats/ASIs:
Level 4 Barbarian: Dual Wielder (enables use of non-light weapons and gives +1 AC)
Later ASIs to push Strength to 20 and bolster Constitution; consider Resilient (Wisdom) if needed
Weapons: Two one-handed martial weapons (e.g., longswords or battleaxes)
Armor: Unarmored Defense (AC = 10 + Dex modifier + Con modifier) augmented by the Dual Wielder feat and any magic items
Early Levels (1–5):
Jump into fights by raging right away—this makes you hit harder and take less damage. Use Reckless Attack to give yourself advantage on your swings, but remember, enemies will hit you more easily too. Thanks to your Bear Totem, you can shrug off most types of damage, so don’t be afraid to get right in the middle of things.
When You Get Fighter (Levels 6–7):
Once you pick up a couple levels of Fighter, things get even more fun. Action Surge lets you go all out for a turn, making a bunch of extra attacks when it really matters (like when you need to drop a boss or clear out a crowd). Your off-hand attacks get stronger too, since you now add your Strength bonus to them—so every swing counts.
Higher Levels (8+):
As you keep leveling up Barbarian, you just get tougher and meaner. You’ll have more rages, hit even harder, and your critical hits will be absolutely brutal. You’re fast, you can soak up tons of punishment, and you can chase down pretty much anyone. Use your bonus action for extra attacks or to move around the battlefield—whatever the situation calls for. If you see spellcasters or traps, you’re built to handle those too, so don’t be afraid to take the lead.
You’re the wild, unstoppable force on the front lines—charging in, swinging both weapons, and tanking hits that would drop anyone else. When it’s time to go all out, you’ve got Action Surge for a massive round of attacks. You’re tough, you’re fast, and you’re always ready to throw yourself into the thick of the fight.
To answer why this reasoning is wrong so that others don't see this thread and think that the dev is the only source:
While it sounds like the feature "enhanced duel wielding" would change the light property, there are a few problems with that assumption.
Homebrew spell: dominance
Extended signature
Thanks AntonSirius for pointing me to this thread (from this one). Nice reading!
Estaln, if this helps you or your DM, I think the following text from Plaguescarred is a good summary:
berzerker doesnt cap out at lvl 10, and it turns to 4 dice, it mvoes with barbarian rage and that doesnt cap at lvl 10
Thanks Team. It would have been useful if @WotC had just listed the different combos as examples in the book rather than having a planet of users pondering ...
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