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Dungeon Dudes Homebrew

Two Weapon Fighting Fixes


Design Goals
● Make two-weapon fighting a strong option, compatible with a wide range of classes (notably
fighters, rangers, monks, and barbarians)
● Making multiple attacks captures the “feeling” of two weapon fighting. Any design for Two
Weapon Fighting which isn’t based around making extra attacks is missing the point.
● This is a first draft. If this results in a fighting style that does more damage than current
options, we might need to revise other weapon options to bring their damage in line with
each other.
● We haven’t yet assessed if there are multiclass combinations or class features which might
cause balance issues. If there are, we might simply rule those features don’t apply to
off-hand attacks.

Other Activity On Your Turn


You can draw weapons or handheld objects as part of the same action in which you use them,
provided you have a free hand (or hands, if more than one hand is needed to hold on the weapons
or objects) before taking the action. Similarly, you can pick up a loose unattended object within your
reach and use it as part of the same action.

Once per turn, you can stow any or all of the weapons or objects you’re holding in your hands (no
action required).

You can drop any or all objects you’re holding as a reaction.

● Essentially, characters can fully swap whatever they are holding in-hand once per turn.

Two Weapon Fighting


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.

● The change means that Two Weapon fighting no longer uses a bonus action. In addition, a
character’s ability score modifier is added to the role, no other ability score is needed.
Two-Weapon Fighting Style
You can use two-weapon fighting even when the one-handed melee weapons you are wielding
aren't light.

● The effects of the old Dual Wielder feat are rolled into this fighting style instead.

Dual Flurry Feat


Prerequisite: Extra Attack class feature or equivalent

You can attack twice, instead of once, when you use two-weapon fighting on your turn.

● This feat replaces the Duel Wielder feat.


Other Fighting Style/ Feat Changes
Heavy Weapon Master
Prerequsite: Strength 15 or higher.

When you hit with a melee attack using a heavy weapon, you can add twice your Strength modifer to
the damage roll.

Shield Master
When you take the Attack action on your turn and hit an enemy within 5 feet of you with a melee
attack, you can try to shove that creature with your shield (as part of the same action).

If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you
make against a spell or other harmful effect.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half
damage, you can use your reaction to take no damage if you succeed on the saving throw,
interposing your shield between yourself and the source of the effect.

Polearm Master
Increase your Strength or Constitution by 1, to a maximum of 20.

While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an
opportunity attack from you when they enter your reach.

Crossbow Expert
You ignore the loading property of crossbows with which you are proficient. You don’t need a free
hand to reload a one-handed crossbow.

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

You can use two-weapon fighting when one of the weapons is a melee weapon and the other
weapon is a hand crossbow.

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