So instead of linking published stuff and having to rework then re-publish I am going to just put the text here and see what people think ;)
Advanced Dual Wielder.
Prerequisite: Dual Wielder, Level 12 and 13 Strength or Dexterity.
You have gained further experience in using two weapons at once and gain the following benefits
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You gain another +1 bonus to AC while you are wielding a separate melee weapon in each hand.
If your weapons are Versatile you use the higher hit die.
Expert Dual Wielder.
Prerequisite: Advanced Dual Wielder, Level 16 and 16 Strength.
You are considered an expert at fighting with two weapons, gaining the following benefits:
You gain another +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You no longer require the use of a bonus action to swing your off-hand weapon, instead each attack action allows you to hit with both weapons on the same attack roll.
Master Dual Wielder.
Prerequisite: Expert Dual Wielder, Level 19 and 19 Strength.
You are a master at fighting with two weapons, gaining the following benefits:
You gain another +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting with Heavy weapons if you have proficiency in said weapon, the weapon does not have the Reach property and you are at least Medium Sized.
This is interesting. The first is cool, especially since it allows multi attack to trigger an attack twice (for a level 20 fighter this is a wopping 8 attacks a turn which can go to 16 on an action surge!) But for classes like a barbarian this is awesome.
The second is interesting. Thats, for a purest class, a level 19 feat at the earliest, and multi classes could end up waiting till 20. Stacked with the other ability however we're looking at, again for a fighter, 8 attacks with 2d6+strength a round. Thats an incredible amount of damage. I'd personally only end up using the first feat.
My only suggestion, for the first feat at least, is to let dex also be a requirement, making it either 13 dex or 13 strength. Most duel weilders end up being dex based anyway after all.
Not a fan of these. 5e isn't designed for feat chains; you're not supposed to be able to keep investing more and more feats into doing the exact same thing even better. Adding feat chains into a game that doesn't have them means the power gamers will always choose extreme specialization and the RP-oriented players suddenly have to deal with a lot of extra complexity.
These also have serious power creep. Advanced Dual Wielder alone is game-breaking; Fighters would be doing 6 attacks per round with the same AC bonus as wearing a shield and still have their bonus action available. If you have to put a level prerequisite on it, it's too strong. A level prerequisite of 12+ precludes most players from using it too; a lot of characters simply don't make it that far.
Well if most people don't level that far, then the feats aren't relevant for them and can be safely ignored.
I would protest the roleplayers not being able to deal with complexity since I am one, but I don't really see this as being complex.
I did think about the fighter with many attacks stuff and made 2 changes
1. swapped "versatile hit-die" and "offhand no longer bonus action"
2. Changed "offhand no longer needs bonus action" to "offhand rolls damage on attack hit with main weapon" so if you miss the attack roll you do not get to try again with the offhand, this is in effect a damage increase to the attack itself rather than an extra go at hitting a monster.
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The last feat is meant to allow you to wield all Heavy weapons that does NOT have Reach Property, onehanded. (well aware that it isn't actually possible to mechanically do so within the DDB character sheet)
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Do not kill. Do not ****. Do not steal. These are principles which every person of every faith can embrace.
Well apparently these where just rejected for being too similar? not sure why since they are part of a chain but <shrugs>
well at least I can still use them myself ;)
Rejected for:
Other - Other
(Moderator's Note: Multiple submissions with only slight variations will not be accepted. You are welcome to start a thread in the Homebrew Sub forum to showcase minor variations.)
So instead of linking published stuff and having to rework then re-publish I am going to just put the text here and see what people think ;)
You have gained further experience in using two weapons at once and gain the following benefits
You are considered an expert at fighting with two weapons, gaining the following benefits:
You are a master at fighting with two weapons, gaining the following benefits:
Thoughts, comments?
Any constructive criticism is welcome :)
This is interesting. The first is cool, especially since it allows multi attack to trigger an attack twice (for a level 20 fighter this is a wopping 8 attacks a turn which can go to 16 on an action surge!) But for classes like a barbarian this is awesome.
The second is interesting. Thats, for a purest class, a level 19 feat at the earliest, and multi classes could end up waiting till 20. Stacked with the other ability however we're looking at, again for a fighter, 8 attacks with 2d6+strength a round. Thats an incredible amount of damage. I'd personally only end up using the first feat.
My only suggestion, for the first feat at least, is to let dex also be a requirement, making it either 13 dex or 13 strength. Most duel weilders end up being dex based anyway after all.
You make some good points and I do admit this was aimed at barbarians rather than fighters, so perhaps I should make the following changes.
(see first post)
Not a fan of these. 5e isn't designed for feat chains; you're not supposed to be able to keep investing more and more feats into doing the exact same thing even better. Adding feat chains into a game that doesn't have them means the power gamers will always choose extreme specialization and the RP-oriented players suddenly have to deal with a lot of extra complexity.
These also have serious power creep. Advanced Dual Wielder alone is game-breaking; Fighters would be doing 6 attacks per round with the same AC bonus as wearing a shield and still have their bonus action available. If you have to put a level prerequisite on it, it's too strong. A level prerequisite of 12+ precludes most players from using it too; a lot of characters simply don't make it that far.
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Well if most people don't level that far, then the feats aren't relevant for them and can be safely ignored.
I would protest the roleplayers not being able to deal with complexity since I am one, but I don't really see this as being complex.
I did think about the fighter with many attacks stuff and made 2 changes
1. swapped "versatile hit-die" and "offhand no longer bonus action"
2. Changed "offhand no longer needs bonus action" to "offhand rolls damage on attack hit with main weapon" so if you miss the attack roll you do not get to try again with the offhand, this is in effect a damage increase to the attack itself rather than an extra go at hitting a monster.
InquisitiveCoder said most of it. I'm just going to add that there is no official weapon that has the heavy property and not the two-handed property.
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The last feat is meant to allow you to wield all Heavy weapons that does NOT have Reach Property, onehanded. (well aware that it isn't actually possible to mechanically do so within the DDB character sheet)
Well apparently these where just rejected for being too similar? not sure why since they are part of a chain but <shrugs>
well at least I can still use them myself ;)