A Player's Guide to Feats - Dual Wielder

A Player's Guide to Feats - Dual Wielder

** I purposely skipped over the Drow High Magic feat. It is so bad there is no need to discuss it.

Why fight with one weapon when you can fight with two? You’ve always been able to do this, but the Dual Wielder feat makes it much more feasible. You will increase the amount of damage you can do on your turn, and you’ll look cool doing it.

What is the Dual Wielder Feat?

The feat is just what it sounds like, but with a few added benefits.

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 one-handed 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.

Dissecting the Feat

Before we start, it’s important to note that anyone can swing away with a weapon in each hand, but with some restrictions. First, both weapons must be light, limiting your damage to a d6 maximum per weapon (shortsword and scimitar). Second, you don’t get to add modifiers to the bonus action attack unless they are negative. Third, it uses your bonus action. When you add this all up, it’s no wonder so few people grab two shortswords and charge into battle.

The Dual wielder feat makes two-weapon fighting more appealing. Many people forgo a second weapon in place of a shield. No one likes to get hit in the face with a sword, and for most classes, the benefits of +2 to your AC are better than using your bonus action to do an average of 3 points of damage. The first part of that feat makes losing your shield for a longsword more palatable. A +1 to your Armor Class is nothing to scoff at.

Let’s do more damage! Removing the light property requirement allows you to take two longswords or rapiers and increase your damage die to a d8. You still don’t get to add your ability modifier to the second attack. Here are some numbers to see the difference, and we’ll have more in certain classes below:

5th level Character with a +3 Strength Modifier
1st Attack - 1d8 (avg. 4 damage) + 3 Str. modifier + 3 Proficiency Bonus = 10
Bonus Action Attack - 1d8 (avg. 4 damage) + 3 Proficiency Bonus = 7
Total - 17 damage

Drawing and stowing your swords is more than a ribbon feature than anything else. Yes, you are supposed to use your action to draw your weapon. But how many GMs enforce that rule? Not many in my experience. If you were playing Pathfinder, this would be a much more beneficial part of the feat.

The Dual Wielder Feat Useability by Class

Artificer: Not worth taking.

Barbarian: A good choice for this class, especially when your Rage. Many people take a two-handed weapon for their barbarian, forgoing the shield for more damage, so the +1 to AC helps more than you might think. Let’s look at the numbers for a 5th-level barbarian with a +3 Strength modifier.
Duel Weapon Feat
1st Attack - 1d8 (avg. 4 damage) + 3 Str. modifier + 3 Proficiency Bonus + 2 Rage Damage = 12
2nd Attack - 1d8 (avg. 4 damage) + 3 Str. modifier + 3 Proficiency Bonus + 2 Rage Damage = 12
Bonus Action Attack- 1d8 (avg. 4 damage) + 3 Proficiency Bonus +2 Rage Bonus = 9
Total - 33 damage

Two-Handed Weapon (Great Sword)
1st Attack - 2d6 (avg. 7 damage) + 3 Str. modifier + 3 Proficiency Bonus + 2 Rage Damage = 15
2nd Attack - 2d6 (avg. 7 damage) + 3 Str. modifier + 3 Proficiency Bonus + 2 Rage Damage = 15
Total Damage - 30 damage

Bard: Not worth taking. Sing your songs and buff your friends, will ya?

Cleric: Most clerics will focus on their spellcasting. The War Priest may want to consider the feat, even though they can already make a bonus action attack a number of times equal to their Wisdom modifier.

Druid: Not worth taking.

Fighter: The fighter is similar to the barbarian in its damage output, minus the rage bonus. The fighter is a great candidate for the feat when they take the two-weapon fighting style. Adding your ability modifier to the second attack as a fighter is arguably better than the barbarian’s rage bonus. Keep adding points to your Strength (or Dexterity) via ASI or magical items. The barbarian’s rage bonus is capped at +4, and that’s at the 16th level. Having an 18 Strength puts you at +4, which shouldn’t be hard to get to early on.

Monk: You punch things. Not worth taking.

Paladin: This is the best class for the feat, especially if you’re focused on burst damage. Look at this potential damage for a 5th-level paladin with a +3 Strength modifier.

1st Attack - 1d8 (avg. 4 damage) + 3 Str. modifier + 3 Proficiency Bonus + 3d8 Smite damage (2nd level spell slot, 12 damage) = 22
2nd Attack - 1d8 (avg. 4 damage) + 3 Str. modifier + 3 Proficiency Bonus +3d8 Smite damage (2nd level spell slot, 12 damage) = 22
Bonus Action Attack- 1d8 (avg. 4 damage) + 3 Proficiency Bonus + 2d8 Smite damage (1st level spell slot, 9 damage) = 16
Total - 60 damage

It’s disappointing that the class doesn’t have the two-weapon fighting style, probably cause those in power want all paladins to have a shield. If you take the Defense fighting style and add the +1 AC via the feat, you have the same armor increase as if you had a shield strapped to your arm. I like everything about this feat for this class.

Ranger: The feat only makes sense if you are going with a melee build. If so, then the extra attack can go a long way since the class only gets an extra attack at the 5th level, and that’s it. You can combine it with the Defense fighting style to increase your AC or Two-Weapon Fighting to gain the attack bonus. Personally, I think the extra damage is the better option. Let the barbarian stand in the front and take the hits. That’s what they are there for.

Rogue: Many people think this is a good feat for the rogue, so I guess I’m in the minority. Yes, it does allow you to get an extra attempt to land your sneak attack. I would rather be able to use my bonus action to Disengage or Hide regardless of whether I hit or not. Rogues aren’t built to take damage. They are built to be sneaky little fuckers who kill you and run away.

Sorcerer: Not worth taking.

Warlock: Not worth taking.

Wizard: Not worth taking.

Conclusion

Depending on your class and build, the Dual Wielder feat has some promise. Melee fighters should consider the feat, especially if they are focused on damage. Tank builds probably should have a shield in their hand instead of another weapon, which is unfortunate for them because you’ll look super cool with your two swords.

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