Dual Wielding Mastery (TOWW)

From D&D Wiki
Jump to navigation Jump to search
This page is a part of the Homebrew setting "The Old Wild World."
Material on this page may not be suitable for traditional 3.5e gameplay.

Dual Wielding Mastery [General][edit]

Prerequisites:[edit]

Dexterity: 13, Intelligence: 12, Base Attack Modifier +12.

Benefit:[edit]

You can make as many attacks with your offhand weapon as you can with your main hand. The offhand weapon has a -3 to hit using the same base attack modifier as the weapon in your main hand. You are able to add half of your Strength modifier on the damage roll if the attack was melee.

Special:[edit]

You cannot dual wield if one of the weapons is a heavy weapon. If your offhand weapon is a light weapon, it has no penalty to hit.

© Copyright 2023−2024 Voyde Studios. All Rights Reserved.

Back to Main Page3.5e HomebrewCampaign SettingsThe Old Wild WorldFeats