While technically allowed, I would never allow two rapiers to be used even with dual wield. Rapiers are 40+" primarily piercing weapons that could no regular sized humanoid could ever effectively wield two of simultaneously. 2 shortswords...yeah. Even two longswords makes more sense than 2 rapiers (as they are shorter and more versatile if a little heavier). Rapier and dagger would be doable. Then again, if it's only about the meta, then, rapier away.
Historically speaking, some people did use two rapiers in fights. They also weighed about half as much as a longsword with similar lengths.
While there are some examples of it in the historical sword fighting manuals, two rapiers were impractical to use and was only used to show off the skill of the combatant. You intentional use less effective fighting style (vs someone with rapier and a dagger) to show that you can win even with such a handicap.
Also, typical rapier weights about 1kg and typical longsword 1-1,5kg. Considering the more awkward balance of the rapier and that longsword is a two handed weapon, longsword takes significantly less strength to use than a rapier. Its a great dueling weapon, but not light or flimsy as it might seem.
You don't swing a rapier, you stab with it. It wouldn't be that hard to stab with two rapiers, and a fencer type, would be adept at both hands. This is especially true in a sneak attack situation.
I know I'm reviving an old thread but I am starting my first character next weekend. I've been reading a bunch and I have my heart pretty set on a Swashbuckling Fighter, I'm starting from lvl1 as this will likely be a large campaign. I plan to start as Rogue for first four levels and then pick fighter up. But any advice is greatly appreciated!
Take the first five levels in rogue. One more level gets you an extra sneak attack dice and a really good survivability option in uncanny dodge. Rapier or two short swords will be your weapons of choice.
The next five levels in fighter for extra attack would be a good way to go. As I think I mentioned earlier in this thread, I like Battlemaster for reposte to attack not on your turn. Any time you can sneak attack more than once a round is pretty great. I also like feinting attack for when you otherwise wouldn't get to use sneak attack (even though that's rare for a swashbuckler) and precision attack to turn a miss into a hit.
That's the first ten levels and two ASIs that should be spent on maxing out dexterity. When that happens, look for a feat that will help you attack out of your turn. Sentinel is a great option. You could take that right at level one if you went variant human.
After ten, in my mind there are two good ways to go:
Fighter 11/rogue 9. This gets you three attacks per turn and your level 9 rogue ability.
Rogue 15/fighter 5 this gets you the most sneak dice.
Sounds great! I like the idea of starting in rouge because of all the extra proficiencies and the fighter should have some nice synergies. Also consider going 5 levels in rogue to get Uncanny Dodge and 3d6 sneak attack which is huge. Generally speaking the 5th level of any class is a big deal, so stopping at 4 feels like an odd choice.
While there are some examples of it in the historical sword fighting manuals, two rapiers were impractical to use and was only used to show off the skill of the combatant. You intentional use less effective fighting style (vs someone with rapier and a dagger) to show that you can win even with such a handicap.
Also, typical rapier weights about 1kg and typical longsword 1-1,5kg. Considering the more awkward balance of the rapier and that longsword is a two handed weapon, longsword takes significantly less strength to use than a rapier. Its a great dueling weapon, but not light or flimsy as it might seem.
You don't swing a rapier, you stab with it. It wouldn't be that hard to stab with two rapiers, and a fencer type, would be adept at both hands. This is especially true in a sneak attack situation.
I know I'm reviving an old thread but I am starting my first character next weekend. I've been reading a bunch and I have my heart pretty set on a Swashbuckling Fighter, I'm starting from lvl1 as this will likely be a large campaign. I plan to start as Rogue for first four levels and then pick fighter up. But any advice is greatly appreciated!
Take the first five levels in rogue. One more level gets you an extra sneak attack dice and a really good survivability option in uncanny dodge. Rapier or two short swords will be your weapons of choice.
The next five levels in fighter for extra attack would be a good way to go. As I think I mentioned earlier in this thread, I like Battlemaster for reposte to attack not on your turn. Any time you can sneak attack more than once a round is pretty great. I also like feinting attack for when you otherwise wouldn't get to use sneak attack (even though that's rare for a swashbuckler) and precision attack to turn a miss into a hit.
That's the first ten levels and two ASIs that should be spent on maxing out dexterity. When that happens, look for a feat that will help you attack out of your turn. Sentinel is a great option. You could take that right at level one if you went variant human.
After ten, in my mind there are two good ways to go:
Fighter 11/rogue 9. This gets you three attacks per turn and your level 9 rogue ability.
Rogue 15/fighter 5 this gets you the most sneak dice.
Hope that helps!
Sounds great! I like the idea of starting in rouge because of all the extra proficiencies and the fighter should have some nice synergies. Also consider going 5 levels in rogue to get Uncanny Dodge and 3d6 sneak attack which is huge. Generally speaking the 5th level of any class is a big deal, so stopping at 4 feels like an odd choice.
That is insanely helpful! ❤️ Thank you, internet friend.