You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
The title in this view is truncated if it's long, so it's a good idea to state your question to your message's body as well.
However, I could see (just enough) of the question by going back to the list, so I can attempt to answer.
According to the Player's Handbook, page 193, and the table that is peculiarly placed at page 190 (also found here), "You normally interact with an object while doing something else, such as when you draw a sword as part of an attack." This is also the first example on the table referenced above.
Consequently, you can draw your weapon as part of your attack or movement. If you need to draw multiple weapons, however, or use any other option from said table or interact with other objects in the same turn, you need to take the Use an Object action.
In case it is relevant, the feat Dual Wielder allows you to draw two one-handed swords with the same efficiency you normally draw one.
Edit: Ninja'd by the Coder. *shakes fist in the air* :p
You can always just carry it on you like everybody else. Summoning it is more useful when you've been separated from it against your will.
I was more referring to the stowing and summoning aspect of hexblade that requires an action to do. All I've viewed it as is like a magical sheathing and unsheathing, nothing specific, as opposed to a physical entity on my person.
Rollback Post to RevisionRollBack
You only lose if you die. Any time else, there's opportunity for a come back.
I believe that summoning your weapon has a distinct advantage over having a weapon sheathed in your belt, so it's a little more costly, action-wise, for balance.
If you want to wield it quickly, keep it ready - at its sheathe on your belt or what have you.
If you want to avoid getting it recognized or stolen, or want to use it in an area that no weapons are allowed - perhaps a noble ball, or the audience hall of a king - then you can summon it where and when you need it, possibly to everyone's surprise.
This has recently came up with one of my players who wants to TWF and throw daggers.
Him: I throw a dagger with my main, then my off. Then draw a dagger.
Me: (everyone else gets their turn)
Him: I draw another dagger, then throw MH & OH.
Me: (rinse and repeat, noting the character is unarmed)
Him: I draw a dagger and can only throw one this round? If I do, I'll be unarmed again until my next go?
Me: Yeah, you want the Dual Wielder feat to really pull off a dagger thrower efficiently.
They can draw as part of an attack once only per turn, not per attack. They can draw 1 dagger and throw it with a single action but unless they already had a dagger out they could not then draw and throw as a bonus action. It takes an action to draw a weapon otherwise. Even with the Dual Wielder feat he still out not achieve that first line. With the feat he could draw as a free action a second time so could draw and throw as the bonus off-hand but would not be able to draw again he's used his action for the main attack. Only way around his is being a Fighter with Action Surge. Since he doesn't have the feat, even with Action Surge he cannot achieve that first line. Which also means their other turns will not go as described either.
To clarify, his first turn you describe goes like this, assuming he started with everything sheathed/empty-handed:
Without Dual Wielder
Action: Attack - free action to draw dagger (1 free action per turn for drawing weapons).
Bonus Action: cannot do anything.
Move: not taken.
Result: 1 dagger throw, left empty-handed.
With Dual Wielder
Action: Attack - free action to draw dagger (1st of 2 free actions per turn for drawing weapons).
Bonus Action: Off-Hand Attack - free action to draw dagger (2nd of 2 free actions per turn for drawing weapons).
I'm assuming he's running around with 2 daggers drawn to start with....with DW, he can throw 2 daggers then draw 2 and not be empty handed until his next action.
I'm assuming he's running around with 2 daggers drawn to start with....with DW, he can throw 2 daggers then draw 2 and not be empty handed until his next action.
Sure if you want to homebrew that but it's not what the rules state.
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
(emphasis mine)
They can draw the dagger and attack with it but cannot draw, as a free action, after the attack is made. The second dagger is not part of the attack made so cannot be drawn as part of it. Think of it in more real terms: it is possible in one single flourish of arm movement to put your hand to your sheath and pull, turn your arm, and extend into a throw or stab but you cannot, with the same ease and flow, throw or stab then recoil your arm to a sheath, pull out a weapon and then raise your arm up ready again. In the second scenario your arm is moving two, almost three, times as much. This free action is basically representing about a single second of time so only the first scenario can be done in that, the second cannot.
It is rather finicky and most DMs may not care but since there are features and feats (like Dual Wielder, which grants +1 AC while two light weapons are held) that grants bonuses when one or more light weapon is held (there are features that let you Parry with a light weapon held in hand to add proficiency to AC as reaction). Range has advantages over melee so being able to attack at distance and remain armed to still keep those bonuses is not acceptable for DM overruling in my personal opinion.
So if I can draw a weapon, why does summoning my pact weapon take an action
When you summon your pact weapon you are either creating one from thin air or retrieving one from some extra dimensional space. So it seems reasonable to me that it would take longer than drawing from a sheath.
Rollback Post to RevisionRollBack
Perpetually annoyed that Eldritch Knights can't use Eldritch Blast, Eldritch Smite, and Eldritch Sight.
I'm assuming he's running around with 2 daggers drawn to start with....with DW, he can throw 2 daggers then draw 2 and not be empty handed until his next action.
Sure if you want to homebrew that but it's not what the rules state.
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
(emphasis mine)
They can draw the dagger and attack with it but cannot draw, as a free action, after the attack is made. The second dagger is not part of the attack made so cannot be drawn as part of it. Think of it in more real terms: it is possible in one single flourish of arm movement to put your hand to your sheath and pull, turn your arm, and extend into a throw or stab but you cannot, with the same ease and flow, throw or stab then recoil your arm to a sheath, pull out a weapon and then raise your arm up ready again. In the second scenario your arm is moving two, almost three, times as much. This free action is basically representing about a single second of time so only the first scenario can be done in that, the second cannot.
It is rather finicky and most DMs may not care but since there are features and feats (like Dual Wielder, which grants +1 AC while two light weapons are held) that grants bonuses when one or more light weapon is held (there are features that let you Parry with a light weapon held in hand to add proficiency to AC as reaction). Range has advantages over melee so being able to attack at distance and remain armed to still keep those bonuses is not acceptable for DM overruling in my personal opinion.
The "attack" isn't capitalized, so Dagger Thrower attacks with MH weapon with the Attack action. DT then gets to use his Bonus action to make another attack. Since DT has DW, when he throws the OH dagger he's able to get a free object interaction. He gets to draw his MH dagger? That's silly.
Would you say that people can draw a weapon while moving as in "you can also interact with one object or feature of the environment for free, during either your move or your action. So DT moves 5' and gets to draw 2 daggers. This isn't a "homebrew", clearly RAW/RAI.
This seems clunky & prone to rules lawyer arguments at the table & on forums to the point of being inane. DT has TWF & DW, he spent a Feat and a Fighting Style to achieve fighting with 2 daggers.
The "attack" isn't capitalized, so Dagger Thrower attacks with MH weapon with the Attack action. DT then gets to use his Bonus action to make another attack. Since DT has DW, when he throws the OH dagger he's able to get a free object interaction. He gets to draw his MH dagger? That's silly.
Would you say that people can draw a weapon while moving as in "you can also interact with one object or feature of the environment for free, during either your move or your action. So DT moves 5' and gets to draw 2 daggers. This isn't a "homebrew", clearly RAW/RAI.
This seems clunky & prone to rules lawyer arguments at the table & on forums to the point of being inane. DT has TWF & DW, he spent a Feat and a Fighting Style to achieve fighting with 2 daggers.
The weapon draw is part of the same attack you use to attack with that same weapon. If he throws his main-hand weapon and then throws with his off-hand he's now empty-handed.
The point of the free draw is that if you suddenly enter a fight you don't have to spend your first turn action drawing the weapon and being unable to really do anything else. Walking around everyone with weapons drawn just in case is silly since you need hands for torches, interaction and so on and also so you're not advancing on an NPC weapons drawn being threatening when that NPC might not be enemy. The point of Dual Wielder feat is so you don't have to wait until second turn to draw the second weapon to actually fight with two weapons.
You draw the weapon for the attack as part of the attack, not after it. If you don't want to be left empty-handed then don't throw the weapons you have. If you do then you get the benefit of attacking at range which can keep you safer (especially if they had Sharpshooter as well to ignore penalty for throwing up to 60 feet away) but left unarmed. Or you can keep the weapons in hand to attack melee and get the benefit of +1 to AC thanks to Dual Wielder (the idea of this part of the feat is to help you engage in melee more safely since you're giving up having a shield).
The free interaction must make sense with what you are doing with your movement or action and must be something that is easy, fluid and very quick. Picking something up from the table or floor could be part of the movement (you don't have to actually stop during movement to do this, after all and make sense since this is all about you moving to get it).
I agree it's not the most well-thought out but the easiest way to think of it is "is this mere convenience or can it provide an actual tactical bonus?"
The way you described the drawing before allowed the character to attack twice and remain armed for bonus to AC and, if he had the feature, possibly able to impose his proficiency to AC as a reaction as well. This is a tactical advantage when you consider he's also attacking at distance twice a turn.
It can be prone to rule-lawyering because it's not well thought out enough and is reliant more on RAI than RAW, but there wouldn't be any arguments at my table if I was DM. In my game you throw your weapons you are left empty-handed. If you want to keep the bonuses for staying armed you don't throw. Simples. Don't actually care about RAW or RAI this is the way it would be in my game because otherwise you're letting the dual-wielder have far more advantage in their fighting style than what others get especially since with other feats and features you could exploit it to be immune to melee from anyone with 30 ft or less movement while attacking once or twice every turn from total safety. Way too overpowered as no other fighting style can achieve this. However, how I interpret it the RAW and RAI seems to be in agreement with my viewpoint so I will stand by it until somebody can show me some Sage Advice showing otherwise (but again, even if there is Sage Advice to say otherwise I still wouldn't allow it my games, but I would concede my argument about it being RAW).
Would you say that people can draw a weapon while moving as in "you can also interact with one object or feature of the environment for free, during either your move or your action. So DT moves 5' and gets to draw 2 daggers. This isn't a "homebrew", clearly RAW/RAI...
The weapon draw is part of the same attack you use to attack with that same weapon. If he throws his main-hand weapon and then throws with his off-hand he's now empty-handed...
I'm going to have to side with RenFaire here. The drawing a weapon while attacking, and opening a door while moving are only given as examples. You can do any sufficiently simple object interaction for free on your turn during either the action or any part of the move. Nothing else is written. So then this character could move 29 feet, throw the daggers, then move one more inch and draw both daggers during that movement. But he can't also open a door.
The free interaction must make sense with what you are doing with your movement or action and must be something that is easy, fluid and very quick. Picking something up from the table or floor could be part of the movement (you don't have to actually stop during movement to do this, after all and make sense since this is all about you moving to get it).
It can be prone to rule-lawyering because it's not well thought out enough and is reliant more on RAI than RAW, but there wouldn't be any arguments at my table if I was DM. In my game you throw your weapons you are left empty-handed. If you want to keep the bonuses for staying armed you don't throw. Simples. Don't actually care about RAW or RAI this is the way it would be in my game because otherwise you're letting the dual-wielder have far more advantage in their fighting style than what others get especially since with other feats and features you could exploit it to be immune to melee from anyone with 30 ft or less movement while attacking once or twice every turn from total safety. Way too overpowered as no other fighting style can achieve this.
There's absolutely nothing in the book that says a free object interaction has to be "easy, fluid and very quick." That's just your opinion. If you want to homebrew your table, go for it.
"exploit it to be immune to melee from anyone with 30 ft or less movement while attacking once or twice every turn from total safety". You mean like any ranged person (weapon or spellcaster)? This would be why the melee types get to Move and then Dash to catch up to people trying to stay at range (if that's even possible, depends on the setting).
for the drawing a weapon as the same action as a attack, im pretty sure its just in the same action and i dont think it specifies "before you attack".therefore you could do it after the attack but in the same action.
In reference to summoning a weapon, I always played it like this; If you're rolling initiative, you have assumed that combat has begun, I have let my players ready their weapons. If initiative is being rolled it's like the party is acknowledging danger and that portion of combat is how fast someone draws a sword, how fast someone readies a spell. All actions after initiative will require an action if you want to switch weapons, summoning your pact weapon will cost an action to (for lack of a better word) cast a "spell" to summon it. As for non-magic martial fighters, you use your free action to stow a weapon and your action to draw another. If your DM is saying you can act on your first turn because you have to summon your weapon, you have a bad DM. This is a game and it's supposed to be fun, if you are sacrificing fun for gritty realism and waste your first turn in combat to do something trivial there is no benefit to the DM or the player. It should be used as a way to switch your weapons, ie. you are making a choice to sacrifice your action to make more effective actions in future turns.
Slight side point, but with pact of the blade it says you can summon any weapon - does that include ranged weapons? And weapons without sharp edges like clubs, should you want to only summon a D4 weapon for some reason?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Title says it all.
You only lose if you die. Any time else, there's opportunity for a come back.
Basic Rules, Combat, The Order of Combat, Your Turn:
The title in this view is truncated if it's long, so it's a good idea to state your question to your message's body as well.
However, I could see (just enough) of the question by going back to the list, so I can attempt to answer.
According to the Player's Handbook, page 193, and the table that is peculiarly placed at page 190 (also found here), "You normally interact with an object while doing something else, such as when you draw a sword as part of an attack." This is also the first example on the table referenced above.
Consequently, you can draw your weapon as part of your attack or movement. If you need to draw multiple weapons, however, or use any other option from said table or interact with other objects in the same turn, you need to take the Use an Object action.
In case it is relevant, the feat Dual Wielder allows you to draw two one-handed swords with the same efficiency you normally draw one.
Edit: Ninja'd by the Coder. *shakes fist in the air* :p
So if I can draw a weapon, why does summoning my pact weapon take an action
You only lose if you die. Any time else, there's opportunity for a come back.
You can always just carry it on you like everybody else. Summoning it is more useful when you've been separated from it against your will.
This has recently came up with one of my players who wants to TWF and throw daggers.
Him: I throw a dagger with my main, then my off. Then draw a dagger.
Me: (everyone else gets their turn)
Him: I draw another dagger, then throw MH & OH.
Me: (rinse and repeat, noting the character is unarmed)
Him: I draw a dagger and can only throw one this round? If I do, I'll be unarmed again until my next go?
Me: Yeah, you want the Dual Wielder feat to really pull off a dagger thrower efficiently.
You only lose if you die. Any time else, there's opportunity for a come back.
Summon your Pact weapon, put it in a sheathe when you aren't actively using it.
I believe that summoning your weapon has a distinct advantage over having a weapon sheathed in your belt, so it's a little more costly, action-wise, for balance.
If you want to wield it quickly, keep it ready - at its sheathe on your belt or what have you.
If you want to avoid getting it recognized or stolen, or want to use it in an area that no weapons are allowed - perhaps a noble ball, or the audience hall of a king - then you can summon it where and when you need it, possibly to everyone's surprise.
My Homebrew: Races | Subclasses | Backgrounds | Spells | Magic Items | Feats
Need help with Homebrew? Check out this FAQ/Guide thread by IamSposta
See My Youtube Videos for Tips & Tricks using D&D Beyond
I'm assuming he's running around with 2 daggers drawn to start with....with DW, he can throw 2 daggers then draw 2 and not be empty handed until his next action.
(emphasis mine)
They can draw the dagger and attack with it but cannot draw, as a free action, after the attack is made. The second dagger is not part of the attack made so cannot be drawn as part of it. Think of it in more real terms: it is possible in one single flourish of arm movement to put your hand to your sheath and pull, turn your arm, and extend into a throw or stab but you cannot, with the same ease and flow, throw or stab then recoil your arm to a sheath, pull out a weapon and then raise your arm up ready again. In the second scenario your arm is moving two, almost three, times as much. This free action is basically representing about a single second of time so only the first scenario can be done in that, the second cannot.
It is rather finicky and most DMs may not care but since there are features and feats (like Dual Wielder, which grants +1 AC while two light weapons are held) that grants bonuses when one or more light weapon is held (there are features that let you Parry with a light weapon held in hand to add proficiency to AC as reaction). Range has advantages over melee so being able to attack at distance and remain armed to still keep those bonuses is not acceptable for DM overruling in my personal opinion.
My Homebrew: Races | Subclasses | Backgrounds | Spells | Magic Items | Feats
Need help with Homebrew? Check out this FAQ/Guide thread by IamSposta
See My Youtube Videos for Tips & Tricks using D&D Beyond
Perpetually annoyed that Eldritch Knights can't use Eldritch Blast, Eldritch Smite, and Eldritch Sight.
My Homebrew: Races | Subclasses | Backgrounds | Spells | Magic Items | Feats
Need help with Homebrew? Check out this FAQ/Guide thread by IamSposta
See My Youtube Videos for Tips & Tricks using D&D Beyond
for the drawing a weapon as the same action as a attack, im pretty sure its just in the same action and i dont think it specifies "before you attack".therefore you could do it after the attack but in the same action.
In reference to summoning a weapon, I always played it like this; If you're rolling initiative, you have assumed that combat has begun, I have let my players ready their weapons. If initiative is being rolled it's like the party is acknowledging danger and that portion of combat is how fast someone draws a sword, how fast someone readies a spell. All actions after initiative will require an action if you want to switch weapons, summoning your pact weapon will cost an action to (for lack of a better word) cast a "spell" to summon it. As for non-magic martial fighters, you use your free action to stow a weapon and your action to draw another. If your DM is saying you can act on your first turn because you have to summon your weapon, you have a bad DM. This is a game and it's supposed to be fun, if you are sacrificing fun for gritty realism and waste your first turn in combat to do something trivial there is no benefit to the DM or the player. It should be used as a way to switch your weapons, ie. you are making a choice to sacrifice your action to make more effective actions in future turns.
Slight side point, but with pact of the blade it says you can summon any weapon - does that include ranged weapons? And weapons without sharp edges like clubs, should you want to only summon a D4 weapon for some reason?