D&D (2024) Dual Wielding

There have been a lot of changes in how dual wielding works in the 2024 rule set. This post is my attempt to consolidate all the ways it works now.

Setup​

For the purposes of this post, I'll be using a Fighter 5/Rogue 2 character, so it will have the features I want to demonstrate.

So as not to mess with Str vs Dex, damage from ability mods will simply be designated as MOD.

First Form​

Attack Action said:
When you take the Attack action, you can make one attack with a weapon or an Unarmed Strike.
Extra Attack said:
You can attack twice, instead of once, whenever you take the Attack action on your turn.
The first form of dual wielding is very simple. When you attack, you attack with a weapon, and if you have extra attack you can attack twice. There is no restriction on the weapon you use. If you have two one-handed weapons, you can wield both at the same time. Thus, if you have Extra Attack, you can attack once with the first weapon, and once with the second weapon.

In 2014, there was no real point in doing this. If one weapon had lower damage than the other, then you were just hurting yourself, and if both weapons had the same damage die, there was no meaningful difference in the result compared to just attacking with one weapon twice.

In 2024, however, weapons have Mastery properties, and wielding two weapons gives you access to two weapon Masteries. So it's entirely feasible to have a longsword in one hand and a battleaxe in the other, and attack once with the longsword for Sap, and once with the battleaxe for Topple. Or whip plus warhammer for Slow plus Push.

Note that you aren't required to attack with each weapon once. In the longsword+battleaxe example, if you attempted to Topple a creature and failed, you can attack with the battleaxe again to try again.

This simple form just requires that you have Extra Attack and sufficient weapon Masteries for the weapons you want to use.

Second Form​

The second form is what's more traditionally thought of when discussing dual wielding. This has been re-implemented under the Light property for weapons.
Light said:
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
An important point must be made in the framing of this rule. This isn't just, "Attack with a Light weapon, then attack again using another Light weapon." Rather, this creates another option for you to take with your Bonus Action. You may exercise the option of doing so at any point later in your turn. You are, however, restricted to only making one Bonus Action on a turn.

To clarify, this is your set of Bonus Action options before making a Light weapon attack:
Item #ActionCause
1Cunning ActionClass Feature

And this is your list after making a Light weapon attack:
Item #ActionCause
1Cunning ActionClass Feature
2Attack with second Light weaponAttack with first Light weapon

Once your attack action is completed, you may then use your Bonus Action to select one of those items, and if you choose to attack, make that additional attack.

If you were wielding a shortsword and a handaxe, your attack sequence could look like this:

Attack action: Shortsword (1d6+MOD dmg)
Attack action (Extra): Shortsword (1d6+MOD dmg) or Handaxe (1d6+MOD dmg)
Bonus action: Handaxe (1d6 dmg) (or 1d6+MOD damage with the TWF fighting style)

Third Form​

The third form is brought about by the new Nick weapon mastery.
Nick said:
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
In this case, the extra attack granted by attacking with a Light weapon is allowed to happen as part of the Attack action which caused it, rather than as a later Bonus action.

The Bonus Action list thus remains unmodified, and the attack sequence becomes:

Attack action: Shortsword (1d6+MOD dmg)
Attack action (Extra): Shortsword (1d6+MOD dmg) or Scimitar (1d6+MOD dmg)
Attack action (Nick): Scimitar (1d6 dmg) (or 1d6+MOD damage with the TWF fighting style)

Fourth Form​

The fourth form comes in when we take the Dual Wielder feat.
Dual Wielder said:
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
The additional attack granted here is very similar to that granted by the Light property, but without the restriction that the second weapon must also have the Light property. This would allow you to attack once with a shortsword, and be granted an additional attack with the battleaxe held in your offhand.

The Bonus Action list is very similar to before after the Light weapon's attack.
Item #ActionCause
1Cunning ActionClass Feature
2Attack with second weaponAttack with Light weapon, Dual Wielder feat

And this is what the attack sequence would look like using a shortsword and battleaxe:

Attack action: Shortsword (1d6+MOD dmg)
Attack action (Extra): Shortsword (1d6+MOD dmg) or Battleaxe (1d8+MOD dmg)
Bonus action: Battleaxe (1d8 dmg) (or 1d8+MOD damage with the TWF fighting style)

Edit: Accounting for attack ordering.

There's nothing that requires that the Light weapon that triggers the extra attack has to be the mainhand weapon. You just have to attack with a Light weapon at some point during your attack. That means that the following is also valid:

Attack action: Battleaxe (1d8+MOD dmg)
Attack action (Extra): Shortsword (1d6+MOD dmg)
Bonus action: Battleaxe (1d8 dmg) (or 1d8+MOD damage with the TWF fighting style)

Fifth Form​

The fifth form is the interesting combination of the third and fourth forms. There are two ways this can manifest.

First:

An interesting note is that Nick is the only weapon mastery that does not include "with this weapon" type language. That means that it does not have to be the weapon that you make the extra dual wielding attack with.

With just Light weapons this doesn't really make any difference. However when combined with Dual Wielder, it allows the extra attack of the heavier weapon to still be made as part of the Attack action, rather than the Bonus Action, despite the heavier weapon not having the Nick mastery, as long as the Light weapon does have the Nick mastery.

In that case, your order of attacks could be:

Attack action: Battleaxe (1d8+MOD dmg)
Attack action (Extra): Scimitar (1d6+MOD dmg) [Nick]
Attack action (Nick): Battleaxe (1d8 dmg) (or 1d8+MOD damage with the TWF fighting style)


Second:

While the Dual Wielder feat allows you to bypass the restriction that the second weapon must be Light, it doesn't require you to. It only requires that the weapon not be Two-Handed. But what if we return to using a Light weapon?

Well, when we attack with a Light weapon, the Light property itself allows for an extra attack with a second Light weapon. This is satisfied.

When we attack with a Light weapon, the Dual Wielder feat allows for an extra attack with a second weapon. This is satisfied.

And this is what our Bonus Action list looks like now, using a shortsword + handaxe:

Item #ActionCause
1Cunning ActionClass Feature
2Attack with handaxeAttack with shortsword (Light property)
3Attack with handaxeAttack with shortsword (Dual Wielder feat)

Unfortunately, we only have one Bonus Action, which means we only get to use one of those additional attacks. At this point, nothing has changed compared to the previous forms other than a curiosity in the Bonus Action list.

But what if the second weapon has the Nick property?

Well, you don't need to push the extra attack into the Bonus Action list, but can instead make that attack as part of your Attack action directly. However, importantly, you can only use this feature once per turn. This is a strange restriction, until we fully explore this form of dual wielding.

So now what happens if we use a shortsword + scimitar? Instead of the above Bonus Action list, we get the following:

Item #ActionCause
1Cunning ActionClass Feature
2Attack with scimitarAttack with shortsword (Dual Wielder feat)

And this is what our attack sequence looks like:

Attack action: Shortsword (1d6+MOD dmg)
Attack action (Extra): Shortsword (1d6+MOD dmg) or Scimitar (1d6+MOD dmg)
Attack action (Nick): Scimitar (1d6 dmg) (or 1d6+MOD damage with the TWF fighting style)
Bonus action: Scimitar (1d6 dmg) (or 1d6+MOD damage with the TWF fighting style)

So the fifth dual wielding form can make four attacks per turn using a combination of the Dual Wielder feat and the Nick weapon mastery. Note that the restriction of only applying Nick once per turn means you can't put all four attacks into the Attack action and still have your Bonus action free for other things.

Note that I said we could add our MOD to both additional attacks. From the fighting style:
Two-Weapon Fighting said:
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.

And both additional attacks are the result of using a weapon that has the Light property. Thus both benefit from the Two-Weapon Fighting style.

Performance​

And how does this compare?

At the moment I am rebuilding my DPR spreadsheet, and only have the barbarian done at the moment. So looking at that.

For damage output on the barbarian, if you start at 17 Str (because otherwise you end up with an odd Str value at level 8), take Dual Wielder at level 4, and take the Two-Weapon Fighting fighting style at level 8, it's very close to on par. It's basically on par with a GWM, and PAM is only a bit ahead of the other two, by about 10%-15%. They're clustered close enough together that I would not find any of them a bad choice.

So while at first it may appear as if this were some broken exploit, it's actually a solid alternative to other high-performance builds.
 
Last edited:

log in or register to remove this ad


First off, just to add information to the mix, Dual-Wielder Feat and Two-Weapon fighting allowing 4 attacks with Nick, all using mod, is one of the intended results of the feat, per Crawford by way of Treantmonk's friend


Looking at numbers, with no current access to a full book.

At level 5 -
Maul and GWM --> 2(2d6+4+3) or 4d6+14 or 28 damage with a single feat. If you drop or crit, you can bonus action for another 2d6+4 getting a "spike" of 39 damage.

Shortswords and DW --> 4(1d6+4) or 4d6+16 or 30 damage with a single feat. No real way to get more, and your bonus action isn't free.

Polearm+PAM+GWM --> 2(1d10+7)+1d4+4 gives us 24.5 per strict RAW, with a reliable reaction attack for 1d10+4 and a spike boost of 1d10+4. So a fairly reliable 34 with a high end of 43.5

Shortsword + Rapier + DW --> 2d8+1d6+12 or 24.5

So, I think it is fair to say that DW + Nick giving 4 attacks is pretty strong, with the two major styles of GWM keeping up, with the Rapier/Shortsword is falling behind without accounting for accuracy (it is possible that Vex makes a difference). Not bad overall.
 

Nice writeup! One thing I've been trying to figure out, is there ever any purpose in taking Dual Wielder feat as a straight Rogue? It seems pointless unless you have Extra Attack - at best you turn a 1d6 Nick weapon into a 1d8 Vex weapon.

Rogues are always the first class I think of as dual-wielders, it seems so wrong if they benefit the least from the feat
 

Nice writeup! One thing I've been trying to figure out, is there ever any purpose in taking Dual Wielder feat as a straight Rogue? It seems pointless unless you have Extra Attack - at best you turn a 1d6 Nick weapon into a 1d8 Vex weapon.

Rogues are always the first class I think of as dual-wielders, it seems so wrong if they benefit the least from the feat
Well I mean the fact that it is Attack + Nick attack ( no dex modifier to damage) the bonus action attack (no modifier to damage). Granted your rogue has so many options to use their bonus action for that I doubt an extra d6 is worth it
 

At level 5 -

Polearm+PAM+GWM --> 2(1d10+7)+1d4+4 gives us 24.5 per strict RAW, with a reliable reaction attack for 1d10+4 and a spike boost of 1d10+4. So a fairly reliable 34 with a high end of 43.5
Just as an FYI this math is off and there is no way to have both PAM and GWM at 5th level.
2(1d10+4) 19 + (1d4+4) = 25.5
35 if you are able to get off a reaction attack.

With gwm as a 6th level fighter you now deal 31.5 or 41 with a reaction attack and finally a total of 44 if you use your bonus action for a gwm attack.

If I were going to go the polearm route the average damage from just having GWM is 25 with a possible 34.5 from the GWM bonuses action attack. So given that in my mind the reaction attack of PAM will happen about as often as the bonus attack of GWM I would still chose GWM over PAM if I could only have one, unless I have a rider effect on weapon to get more damage per hit like elemental weapon, hex, or hunters mark against heavy hitters.
 
Last edited:

First off, just to add information to the mix, Dual-Wielder Feat and Two-Weapon fighting allowing 4 attacks with Nick, all using mod, is one of the intended results of the feat, per Crawford by way of Treantmonk's friend


Looking at numbers, with no current access to a full book.

At level 5 -
Maul and GWM --> 2(2d6+4+3) or 4d6+14 or 28 damage with a single feat. If you drop or crit, you can bonus action for another 2d6+4 getting a "spike" of 39 damage.

Shortswords and DW --> 4(1d6+4) or 4d6+16 or 30 damage with a single feat. No real way to get more, and your bonus action isn't free.

Polearm+PAM+GWM --> 2(1d10+7)+1d4+4 gives us 24.5 per strict RAW, with a reliable reaction attack for 1d10+4 and a spike boost of 1d10+4. So a fairly reliable 34 with a high end of 43.5

Shortsword + Rapier + DW --> 2d8+1d6+12 or 24.5

So, I think it is fair to say that DW + Nick giving 4 attacks is pretty strong, with the two major styles of GWM keeping up, with the Rapier/Shortsword is falling behind without accounting for accuracy (it is possible that Vex makes a difference). Not bad overall.
It should be three attacks according to the post you have just quoted.
 

is there ever any purpose in taking Dual Wielder feat as a straight Rogue?
+12.5% chance to land sneak attack (i.e. you missed your first 2 attacks, and have 50% chance to hit).

Including the basic d6 you get
+6.125 damage at level 20 (ignoring all other features).

I'd say it's one of the weaker feats unless you get some major add-one (conjure Minor Elemental), but it's not garbage.

Side note. None of this says melee. Hand crossbows are light weapons.

2b7dc689ac6a7acd3f1c105a95ef9e3c.jpg
 



Trending content

Remove ads

Top