As a background, I'm playing in a campaign where the DM has nerfed GWM in a homebrewed rule. I realize dual-wielding is suboptimal DPR-wise and can eat up my bonus action, but I thought it would be fun thematically as a Vengeance Paladin (and possibly an Oathbreaker later on depending on how things go) to violently wield two weapons. In addition, I rolled great stats (18, 16, 13, 13, 12, 12) allowing me to take a lot of feats. I took Fighting Initiate (Two-Weapon Fighting) and Dual Wielder Feats and so far it's been pretty fun. I was thinking I may take Crusher or Slasher or even both and use them in combination for some fun battlefield control. Are there any dual-wielding feats, spells, or magic items that synergize well?
Is this a v-human we're talking about? In that case, I think it'd be best to cap out your strength so you're on curve by level 8. Slasher and crusher are both half-feats, and you'd have to wait until level 12 to cap out, and in that case things might still not be as useful if your good weapons end up being two swords, and crusher ends up being useless. Since I don't know where you placed your +1s for your starting ASIs, you could take up res:con to get your con to 14, AND with proficiency in your con you could buff yourself with haste reliably without too much fear of losing concentration.
Divine Favor is handy because (unlike many damage-on-attack spells) it is an ongoing effect that adds to every attack. It's only a d4, but it's also only a first-level spell. It eats your bonus action on first cast, but it lasts for a minute, so it's especially useful if you can't reach a foe on your first turn or if you need to spend a turn using a different Action and can't do an offhand attack anyway.
Since you asked about magic items, check out the Gauntlets of Flaming Fury from Baldur's Gate: Descent Into Avernus. It's the only item I can think of that directly benefits a dual wielder. They also subvert the need to find two magic weapons.
Also, I’m building my own Dual-Wielder, and I’ve figured out its niche: incredible nova potential. Having a third attack means having an extra smite in one turn, letting you nova like crazy once or twice a day. Also has some neat synergy with Improved Divine Smite when you get there. Polearm Master can do all that, and slightly better, but at least you can be Dex-based if you wanted.
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As a background, I'm playing in a campaign where the DM has nerfed GWM in a homebrewed rule. I realize dual-wielding is suboptimal DPR-wise and can eat up my bonus action, but I thought it would be fun thematically as a Vengeance Paladin (and possibly an Oathbreaker later on depending on how things go) to violently wield two weapons. In addition, I rolled great stats (18, 16, 13, 13, 12, 12) allowing me to take a lot of feats. I took Fighting Initiate (Two-Weapon Fighting) and Dual Wielder Feats and so far it's been pretty fun. I was thinking I may take Crusher or Slasher or even both and use them in combination for some fun battlefield control. Are there any dual-wielding feats, spells, or magic items that synergize well?
Is this a v-human we're talking about? In that case, I think it'd be best to cap out your strength so you're on curve by level 8. Slasher and crusher are both half-feats, and you'd have to wait until level 12 to cap out, and in that case things might still not be as useful if your good weapons end up being two swords, and crusher ends up being useless. Since I don't know where you placed your +1s for your starting ASIs, you could take up res:con to get your con to 14, AND with proficiency in your con you could buff yourself with haste reliably without too much fear of losing concentration.
Divine Favor is handy because (unlike many damage-on-attack spells) it is an ongoing effect that adds to every attack. It's only a d4, but it's also only a first-level spell. It eats your bonus action on first cast, but it lasts for a minute, so it's especially useful if you can't reach a foe on your first turn or if you need to spend a turn using a different Action and can't do an offhand attack anyway.
Since you asked about magic items, check out the Gauntlets of Flaming Fury from Baldur's Gate: Descent Into Avernus. It's the only item I can think of that directly benefits a dual wielder. They also subvert the need to find two magic weapons.
Even a blind squirrel finds a nut once in awhile.
Just curious, what’s the nerf to GWM?
Also, I’m building my own Dual-Wielder, and I’ve figured out its niche: incredible nova potential. Having a third attack means having an extra smite in one turn, letting you nova like crazy once or twice a day. Also has some neat synergy with Improved Divine Smite when you get there. Polearm Master can do all that, and slightly better, but at least you can be Dex-based if you wanted.