Note: it's not the style from certain classes, it's the combat feature for all.
"ONCE ON YOUR TURN WHEN YOU TAKE THE ATTACK ACTION AND ATTACK WITH A LIGHT MELEE WEAPON THAT YOU'RE HOLDING IN ONE HAND, YOU CAN MAKE ONE ADDITIONAL ATTACK WITH A DIFFERENT LIGHT MELEE WEAPON THAT YOU'RE HOLDING IN THE OTHER HAND AS PART OF THE SAME ACTION. IF EITHER WEAPON HAS THE THROWN PROPERTY, YOU CAN THROW THE WEAPON, INSTEAD OF MAKING A MELEE ATTACK WITH IT."
It's from Dungeon Dudes YT channel.
It basically saves your bonus action for other uses.
TLDR: I think this is fine to implement, but there are still some balance issues
The primary problem is that it applies differently to different classes. Ranger absolutely needs this - they are too overloaded with bonus actions they need just to hit their job's baseline performance to the point where a TWF Ranger - a massively popular archetype - is just objectively less effective in combat. For rogue, on the other hand, this is all gravy. They were wielding two weapons already and now they don't need to make any choices between extra attack or disengage/dash/hide/etc. So it's almost too good for rogue.
The other thing is that it doesn't really fix the damage disparity at high levels. If you graph it out against values of AC, TWF just caps out damage-wise really early while GWM blasts past that cap pretty quickly and just keeps going. And at high ACs, they can just not power attack and do similar damage. GWM is just as good or better in all scenarios AND they can have a hand free whenever they want AND they only have to upkeep/attune one weapon AND still get an extra attack on a crit.
I'm still working on finding the right pieces to solve this to my satisfaction, but currently I give out this TWF upgrade through magic item paired weapons like Mistral and Sirocco . I also grant it through the Ranger subclass Blade Dancer. This approach allows the DM a bit more control over who gets the benefit.
I'm still playtesting this stuff, but in combination with an additional feat option - Light Weapon Master - it seems to bring TWF up to parity with other options.
With the new rules, and the Rogue losing the ability to crit his Sneak Attack damage, letting him get all of his attacks as a single action seems to be a reasonable adjustment.
Note: it's not the style from certain classes, it's the combat feature for all.
"ONCE ON YOUR TURN WHEN YOU TAKE THE ATTACK ACTION AND ATTACK WITH A LIGHT MELEE WEAPON THAT YOU'RE HOLDING IN ONE HAND, YOU CAN MAKE ONE ADDITIONAL ATTACK WITH A DIFFERENT LIGHT MELEE WEAPON THAT YOU'RE HOLDING IN THE OTHER HAND AS PART OF THE SAME ACTION. IF EITHER WEAPON HAS THE THROWN PROPERTY, YOU CAN THROW THE WEAPON, INSTEAD OF MAKING A MELEE ATTACK WITH IT."
It's from Dungeon Dudes YT channel.
It basically saves your bonus action for other uses.
This is still bad. Yes, you can now use a bonus action on your turn or wow you effectively are using a great sword what is the benefit of the feat?
Okay let me take a crack at this a get some criticism.
First rule change:
When welding two weapons one that have the light you can make an additional attack with the light weapon in your off had when you take the attack action on your turn. This additional attack does not get the benefits of your damage modifiers. You can draw and stow both weapons at the same time. While wielding two weapons you can add +1 to your Ac. If any weapons have the thrown property, you can through them. The additional attack can be made against any enemy in range and does not need to be the same target as your first attack.
Three feats
Two Weapon fighting
requirement must be proficient with martial weapons
level 1 background feat. You dedication to fighting with two weapons has giving you greater skill then others at using two weapons. You can wield weapons that do not have the light property so long as they do not require to hands (unless they have the versatile property) one of the two weapons that you wield must be light and you can add your bonus damage to your additional attack. You may also make an additional attack whenever you take the extra attack action or attack of opportunity.
Dual Wielder
requirement must be proficient with martial weapons, level 4
+1 to Strength/dex,
You can now us dual wield any two weapons that are not two-handed weapons (unless they have the versatile property). Your additional attacks do not trigger effects of the enemy for being attacked or taking damage. in addition, you gain two fighting tactics guarding blade and blitzing barrage.
Guarding Blade
As a bonus action you can gain choose to lose the benefit of the additional attack to gain an additional +3 to your ac till the start of your next turn and the ability to make a free attack against any enemy that makes an attack agent an ally that is within range of your weapon (only once till your next turn) and When hit or missed by a melee weapon attack from an attacker within 5ft of you, you can use your reaction to immediately make one melee weapon attack against the attacker.
Blitzing Barrage
As a bonus action you gain -1 to AC and the following benefits +2 on all attack made on your turn +2 to attack role for each missed attack, additional attack, or extra attack till your next turn and -1 to crit chance (if you miss three attacks your next attack would crit on a 20-17 if you would usually on crit on a 20). When you crit or deal damage to a single enemy with both of your weapons on your turn you can make another additional attack agents an enemy within range.
Perfected Two Weapon fighting
+1 to strength, dex, or con.
requirement must be proficient with martial weapons, Dual Wielder feat, Two Weapon fighting feat, level 8
If you hit and enemy with both of your weapons you get the one following benefit based on the weapon damage after a failed save of 8 plus your proficiency plus your dex/strength. You can only apply one effect against a single enemy till your next turn. When you use Garding blade you gain additional uses equal to your proficiency when defending your allies and Blitzing Barrage now give all of your additional attacks advantage if they did not already have advantage.
Slashing (make single additional attack combining the damage dice of the two weapons)
Bludgeoning (knock the enemy prone) movement speed is reduced by half regardless of save.
Piercing (make single additional attack) till your next turn all attack and spell save are increased by half of the damage of the additional attack to the target.
any disrupting blow - enemy loses concentration and one of their attacks on their turn if they lack multi attack or extra attack then they cannot take the attack action on their nest turn.
TLDR: I think this is fine to implement, but there are still some balance issues
The primary problem is that it applies differently to different classes. Ranger absolutely needs this - they are too overloaded with bonus actions they need just to hit their job's baseline performance to the point where a TWF Ranger - a massively popular archetype - is just objectively less effective in combat. For rogue, on the other hand, this is all gravy. They were wielding two weapons already and now they don't need to make any choices between extra attack or disengage/dash/hide/etc. So it's almost too good for rogue.
The other thing is that it doesn't really fix the damage disparity at high levels. If you graph it out against values of AC, TWF just caps out damage-wise really early while GWM blasts past that cap pretty quickly and just keeps going. And at high ACs, they can just not power attack and do similar damage. GWM is just as good or better in all scenarios AND they can have a hand free whenever they want AND they only have to upkeep/attune one weapon AND still get an extra attack on a crit.
I'm still working on finding the right pieces to solve this to my satisfaction, but currently I give out this TWF upgrade through magic item paired weapons like Mistral and Sirocco . I also grant it through the Ranger subclass Blade Dancer. This approach allows the DM a bit more control over who gets the benefit.
I'm still playtesting this stuff, but in combination with an additional feat option - Light Weapon Master - it seems to bring TWF up to parity with other options.
I agree the light weapon master feat also sounds interesting.
Plus, all they did was nerf the rouge taking away mobility the best level 4 feat for rogue (free disengage and bonus action hide every turn so good.) and all the other no monk martial classes by nerfing great weapon master that now just scales damage based on your proficiency only once per turn, with no reduction to hit chance is terrible. In spite of that you get a bonus to your ability score and still get to make bonus attack on crits and dropping enemies to 0.
The two-weapon fighting is still bad and needs to be fixed and nerfing great weapon fighting is not fixing two weapon fighting.
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Note: it's not the style from certain classes, it's the combat feature for all.
"ONCE ON YOUR TURN WHEN YOU TAKE THE ATTACK ACTION AND ATTACK WITH A LIGHT MELEE WEAPON THAT YOU'RE HOLDING IN ONE HAND, YOU CAN MAKE ONE ADDITIONAL ATTACK WITH A DIFFERENT LIGHT MELEE WEAPON THAT YOU'RE HOLDING IN THE OTHER HAND AS PART OF THE SAME ACTION. IF EITHER WEAPON HAS THE THROWN PROPERTY, YOU CAN THROW THE WEAPON, INSTEAD OF MAKING A MELEE ATTACK WITH IT."
It's from Dungeon Dudes YT channel.
It basically saves your bonus action for other uses.
TLDR: I think this is fine to implement, but there are still some balance issues
The primary problem is that it applies differently to different classes. Ranger absolutely needs this - they are too overloaded with bonus actions they need just to hit their job's baseline performance to the point where a TWF Ranger - a massively popular archetype - is just objectively less effective in combat. For rogue, on the other hand, this is all gravy. They were wielding two weapons already and now they don't need to make any choices between extra attack or disengage/dash/hide/etc. So it's almost too good for rogue.
The other thing is that it doesn't really fix the damage disparity at high levels. If you graph it out against values of AC, TWF just caps out damage-wise really early while GWM blasts past that cap pretty quickly and just keeps going. And at high ACs, they can just not power attack and do similar damage. GWM is just as good or better in all scenarios AND they can have a hand free whenever they want AND they only have to upkeep/attune one weapon AND still get an extra attack on a crit.
I'm still working on finding the right pieces to solve this to my satisfaction, but currently I give out this TWF upgrade through magic item paired weapons like Mistral and Sirocco . I also grant it through the Ranger subclass Blade Dancer. This approach allows the DM a bit more control over who gets the benefit.
I'm still playtesting this stuff, but in combination with an additional feat option - Light Weapon Master - it seems to bring TWF up to parity with other options.
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
With the new rules, and the Rogue losing the ability to crit his Sneak Attack damage, letting him get all of his attacks as a single action seems to be a reasonable adjustment.
This is still bad. Yes, you can now use a bonus action on your turn or wow you effectively are using a great sword what is the benefit of the feat?
Okay let me take a crack at this a get some criticism.
First rule change:
When welding two weapons one that have the light you can make an additional attack with the light weapon in your off had when you take the attack action on your turn. This additional attack does not get the benefits of your damage modifiers. You can draw and stow both weapons at the same time. While wielding two weapons you can add +1 to your Ac. If any weapons have the thrown property, you can through them. The additional attack can be made against any enemy in range and does not need to be the same target as your first attack.
Three feats
Two Weapon fighting
requirement must be proficient with martial weapons
level 1 background feat. You dedication to fighting with two weapons has giving you greater skill then others at using two weapons. You can wield weapons that do not have the light property so long as they do not require to hands (unless they have the versatile property) one of the two weapons that you wield must be light and you can add your bonus damage to your additional attack. You may also make an additional attack whenever you take the extra attack action or attack of opportunity.
Dual Wielder
requirement must be proficient with martial weapons, level 4
+1 to Strength/dex,
You can now us dual wield any two weapons that are not two-handed weapons (unless they have the versatile property). Your additional attacks do not trigger effects of the enemy for being attacked or taking damage. in addition, you gain two fighting tactics guarding blade and blitzing barrage.
Guarding Blade
As a bonus action you can gain choose to lose the benefit of the additional attack to gain an additional +3 to your ac till the start of your next turn and the ability to make a free attack against any enemy that makes an attack agent an ally that is within range of your weapon (only once till your next turn) and When hit or missed by a melee weapon attack from an attacker within 5ft of you, you can use your reaction to immediately make one melee weapon attack against the attacker.
Blitzing Barrage
As a bonus action you gain -1 to AC and the following benefits +2 on all attack made on your turn +2 to attack role for each missed attack, additional attack, or extra attack till your next turn and -1 to crit chance (if you miss three attacks your next attack would crit on a 20-17 if you would usually on crit on a 20). When you crit or deal damage to a single enemy with both of your weapons on your turn you can make another additional attack agents an enemy within range.
Perfected Two Weapon fighting
+1 to strength, dex, or con.
requirement must be proficient with martial weapons, Dual Wielder feat, Two Weapon fighting feat, level 8
If you hit and enemy with both of your weapons you get the one following benefit based on the weapon damage after a failed save of 8 plus your proficiency plus your dex/strength. You can only apply one effect against a single enemy till your next turn. When you use Garding blade you gain additional uses equal to your proficiency when defending your allies and Blitzing Barrage now give all of your additional attacks advantage if they did not already have advantage.
Slashing (make single additional attack combining the damage dice of the two weapons)
Bludgeoning (knock the enemy prone) movement speed is reduced by half regardless of save.
Piercing (make single additional attack) till your next turn all attack and spell save are increased by half of the damage of the additional attack to the target.
any disrupting blow - enemy loses concentration and one of their attacks on their turn if they lack multi attack or extra attack then they cannot take the attack action on their nest turn.
I agree the light weapon master feat also sounds interesting.
Plus, all they did was nerf the rouge taking away mobility the best level 4 feat for rogue (free disengage and bonus action hide every turn so good.) and all the other no monk martial classes by nerfing great weapon master that now just scales damage based on your proficiency only once per turn, with no reduction to hit chance is terrible. In spite of that you get a bonus to your ability score and still get to make bonus attack on crits and dropping enemies to 0.
The two-weapon fighting is still bad and needs to be fixed and nerfing great weapon fighting is not fixing two weapon fighting.