Master Dual-Wielder (5e Subclass)

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Master Dual-Wielder[edit]

Glorious! Don't be afraid, to lead the way, with thy sword! Glorious! You are the chosen one, go, spread your grace!
—Falaschi

This is an adaptation from a 3.5e homebrew. For the 3.5e version, look at [1]

The master of the fight with two-weapons, a star for those who like to watch a beautiful battle. All fighters have a specialty, the Master Dual-wielder is better at fighting with two weapons than any other character. As a Master Dual-Wielder you exchange the variety of your bonus feats for proficiency with two-weapon fighting.

Characters pursue this class if they are dedicated to the two weapon fighting style, otherwise, they can't fully appreciate the power of this class. Most important stats are Dexterity and Constitution. You will still be the front-line in your party.

Full of Grace

At 3rd level, you can delight your spectators in your fights. When engaged in two-weapon fighting, you can add your Dexterity to your Charisma checks.

Two-Weapon Combo

Starting at 3rd level, you learn how to rhythmically strike your opponents in a combination of strikes. When engaged in two weapon fighting, whenever you hit a creature with a melee weapon attack, you gain 1 combo stack. You can have a number of combo stacks equal to a number up to your proficiency bonus.

You have a bonus to your attack rolls equal to the amount of combo stacks you have. You lose all your combo stacks when you miss an attack, take damage, or when your next turn begins.

Two-Weapon Harmony

At 7th level, when a creature provokes an opportunity attack from you while you are engaged in two-weapon fighting, you can make one attack with each weapon you are wielding as part of that reaction, instead of a single attack.

Two-Weapon Guard

At 10th level, when engaged in two weapon fighting, you can assume a defensive stance, as a reaction at the end of your turn. You gain a bonus to your AC equal the amount of combo stacks you currently have.

When assuming the guard, you don't lose your Combo Points at the start of your next turn.

Perfect Two-Weapon Combo

At 15th level, when you have 1 combo point or more, you score critical hits on a roll of 19 or 20 on your attack rolls. If you have at least 5 combo points, you score critical hits on a roll of 18-20 on the d20.

Two-Weapon Rend

At 18th level, when you hit a creature with both your Attack action and bonus action while engaged in two-weapon fighting, you automatically rend that creature, causing additional damage equal to your current amount of combo stacks. The damage type is slashing. This damage is doubled if you score a critical hit with either attack made as part of a rend.

In addition, you can spend your combo points during a rend, to add 1d6 slashing damage per combo point spent, using your reaction.

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