Mechanically playing RAW does not ever allow the use of Two-Handed or natural weapons with TWF, no matter how you describe it.
Pretty sure they were saying to play your build RAW (you attack with your tail), but just describe it as a flurry of blows from an axe held by your tail that results in the same 1d10+STR damage or whatever. Kind of ridiculous but I'd be lying if I said I haven't taken greater liberties in my reskinning.
I'm still curious about this with the dual wielder feat. I understand that normal natural weapons wouldn't apply for dual wielding normally, as they are, but path of the barbarian mentions that the bite, claw, and tail manifests as a natural weapon, but "...counts as a simple melee weapon for you." Wouldn't that mean it could qualify for features that require a melee weapon, including dual wielding with the dual wielder feat? At that point it comes down to the wield question, I think.
I'm still curious about this with the dual wielder feat. I understand that normal natural weapons wouldn't apply for dual wielding normally, as they are, but path of the barbarian mentions that the bite, claw, and tail manifests as a natural weapon, but "...counts as a simple melee weapon for you." Wouldn't that mean it could qualify for features that require a melee weapon, including dual wielding with the dual wielder feat? At that point it comes down to the wield question, I think.
No, it doesn't really mean anything special, but you're partly correct. All natural weapons & unarmed strikes count as weapon attacks, which does allow them to be used with features that trigger from melee weapon attacks like Divine Smite, but it does not make them wielded equipment. They aren't eligible for things that require specific objects. TWF--with or without Dual Wielder--requires specific types of objects just as GWM and PAM each do. Natural weapons basically are just augmented unarmed strikes.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
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Pretty sure they were saying to play your build RAW (you attack with your tail), but just describe it as a flurry of blows from an axe held by your tail that results in the same 1d10+STR damage or whatever. Kind of ridiculous but I'd be lying if I said I haven't taken greater liberties in my reskinning.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I'm still curious about this with the dual wielder feat. I understand that normal natural weapons wouldn't apply for dual wielding normally, as they are, but path of the barbarian mentions that the bite, claw, and tail manifests as a natural weapon, but "...counts as a simple melee weapon for you." Wouldn't that mean it could qualify for features that require a melee weapon, including dual wielding with the dual wielder feat? At that point it comes down to the wield question, I think.
No, it doesn't really mean anything special, but you're partly correct. All natural weapons & unarmed strikes count as weapon attacks, which does allow them to be used with features that trigger from melee weapon attacks like Divine Smite, but it does not make them wielded equipment. They aren't eligible for things that require specific objects. TWF--with or without Dual Wielder--requires specific types of objects just as GWM and PAM each do. Natural weapons basically are just augmented unarmed strikes.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.