Dual wielding, sometimes erroneously called akimbo, is the technique of using two weapons, one in each hand for training or combat. It is not a common combat practice. Although historical records of dual wielding in war are limited, there are numerous weapon-based martial arts that involve the use of a pair of weapons. Miyamoto Musashi, a human swordsman and samurai, was said to have conceived of the idea of a particular style of swordsmanship involving the use of two swords.
Dual wielding has not been used or mentioned much in military history, though it appears in weapon-based martial arts and fencing practices. The use of weapon combinations in each hand has been mentioned for close combat. The use of a parrying dagger such as a main weapon along with a rapier is common in historical martial arts.
AKIMBO FIGHTING
Upon reaching 3rd level in this class, you automatically gain the dual wielder feat and the two-weapon fighting style.
DUAL WIELDER
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. If you already have a different fighting style, it is replaced by two-weapon fighting.
AKIMBO MASTERY
Upon reaching 3rd level in this class, you gain the following abilities:
FEINT ATTACK
As a bonus action you can use one of your weapons to feint an attack causing your next weapon attack to have advantage. You can do this several times equal to your dexterity modifier, a minimum of 1. After all uses are expended, you regain the ability to do this after a short or long rest
WHIRLWIND ATTACK
As one of your attacks you hold your blades outward and spin in a circle at a high velocity dealing an additional1d8 weapon dmg. You can do this several times equal to your dexterity modifier, a minimum of 1. After all uses are expended, you regain the ability to do this after a short or long rest.
ATTACK BONUS (1)
Upon reaching 7th level your Whirlwind Attack does an additional1d8 weapon damage. Additionally, a creature hit by this attack is pushed backwards 5ft and knocked prone.
FLURRY OF ATTACKS
Upon reaching 10th level, as an action you can make a flurry of attacks with both of your weapons dealing an additional6d8 weapon damage. You can do this attack once per short rest.
ATTACK BONUS (2)
Upon reaching 15th level you can use your Whirlwind attack to travel in a straight line, hitting all creatures. You must use your movement to do this, and you must make individual attack roles when doing so.Additionally, your whirlwind attacks and flurry of attacks now cause bleeding damage of 2d6 damage per round until the creature is incapacitated or healed by magical means.
ATTACK BONUS (3)
Upon reaching 18th level your Whirlwind attack and Flurry of attacks do an additional 2d8 weapon damage and the bleeding damage from your attacks increases to 3d6 damage.
Note: I'm very new to the whole making subclasses so I hope this isn't terrible
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
AKIMBO SUB CLASS
Dual wielding, sometimes erroneously called akimbo, is the technique of using two weapons, one in each hand for training or combat. It is not a common combat practice. Although historical records of dual wielding in war are limited, there are numerous weapon-based martial arts that involve the use of a pair of weapons. Miyamoto Musashi, a human swordsman and samurai, was said to have conceived of the idea of a particular style of swordsmanship involving the use of two swords.
Dual wielding has not been used or mentioned much in military history, though it appears in weapon-based martial arts and fencing practices. The use of weapon combinations in each hand has been mentioned for close combat. The use of a parrying dagger such as a main weapon along with a rapier is common in historical martial arts.
AKIMBO FIGHTING
Upon reaching 3rd level in this class, you automatically gain the dual wielder feat and the two-weapon fighting style.
DUAL WIELDER
You master fighting with two weapons, gaining the following benefits:
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. If you already have a different fighting style, it is replaced by two-weapon fighting.
AKIMBO MASTERY
Upon reaching 3rd level in this class, you gain the following abilities:
FEINT ATTACK
As a bonus action you can use one of your weapons to feint an attack causing your next weapon attack to have advantage. You can do this several times equal to your dexterity modifier, a minimum of 1. After all uses are expended, you regain the ability to do this after a short or long rest
WHIRLWIND ATTACK
As one of your attacks you hold your blades outward and spin in a circle at a high velocity dealing an additional 1d8 weapon dmg. You can do this several times equal to your dexterity modifier, a minimum of 1. After all uses are expended, you regain the ability to do this after a short or long rest.
ATTACK BONUS (1)
Upon reaching 7th level your Whirlwind Attack does an additional 1d8 weapon damage. Additionally, a creature hit by this attack is pushed backwards 5ft and knocked prone.
FLURRY OF ATTACKS
Upon reaching 10th level, as an action you can make a flurry of attacks with both of your weapons dealing an additional 6d8 weapon damage. You can do this attack once per short rest.
ATTACK BONUS (2)
Upon reaching 15th level you can use your Whirlwind attack to travel in a straight line, hitting all creatures. You must use your movement to do this, and you must make individual attack roles when doing so. Additionally, your whirlwind attacks and flurry of attacks now cause bleeding damage of 2d6 damage per round until the creature is incapacitated or healed by magical means.
ATTACK BONUS (3)
Upon reaching 18th level your Whirlwind attack and Flurry of attacks do an additional 2d8 weapon damage and the bleeding damage from your attacks increases to 3d6 damage.
Note: I'm very new to the whole making subclasses so I hope this isn't terrible