RPG Creator
Get the Book
Combat

How Two-Weapon Fighting Works in 5e

A hooded rogue swings a short sword and a long blade in a torchlit stone alley while two goblins lunge from either side

Attack with a Light weapon and you can make one extra attack as a Bonus Action with a different Light weapon, without adding your ability modifier to its damage unless you have the Two-Weapon Fighting feat. A blade in each hand looks great on a character sheet. In SRD 5.2.1 it is three short rules: the Light property gives the second attack, a feat adds damage to it, and a mastery frees the Bonus Action it costs. Here is what each one is worth.

The Light property

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.

Four conditions hide in that sentence:

The Light weapons in the SRD:

WeaponDamageAlsoMastery
Club1d4 BludgeoningSlow
Dagger1d4 PiercingFinesse, ThrownNick
Handaxe1d6 SlashingThrownVex
Light Hammer1d4 BludgeoningThrownNick
Sickle1d4 SlashingNick
Scimitar1d6 SlashingFinesseNick
Shortsword1d6 PiercingFinesseVex

The Two-Weapon Fighting feat

Fighters pick a Fighting Style feat at level 1; Paladins and Rangers at level 2. One of them:

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.

So the second blade hits as hard as the first.

Nick, the mastery that frees the Bonus Action

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.

Fighters, Rogues, Barbarians, Paladins and Rangers all start with Weapon Mastery. Master a Dagger, Light Hammer, Sickle or Scimitar, and the second attack no longer eats your Bonus Action. A Rogue keeps Cunning Action for Disengage or Hide. A Fighter keeps Second Wind. Our weapon mastery post covers all eight masteries.

Nick also helps with drawing. The Attack action lets you equip one weapon with each attack you make as part of it:

You can either equip or unequip one weapon when you make an attack as part of this action.

A Bonus Action attack is not part of the Attack action, so it has no draw of its own. With Nick, the second attack becomes part of the Attack action, and it can draw the second blade. Without Nick, draw both before the fight.

Level 1 Fighter against a Goblin Warrior

A level 1 Fighter with Dexterity 16 (or Strength 16) hits with +5. A Goblin Warrior has AC 15 and 10 Hit Points, so each swing hits 55% of the time, 5% as a critical.

LoadoutDamage per turnGoblin down in one turn
Rapier, or Longsword and Shield4.3516.3%
Shortsword and Scimitar5.8521.1%
Shortsword and Scimitar, Two-Weapon Fighting feat7.5030.8%
Greatsword5.8534.1%

Two blades without the feat average exactly what a Greatsword does, yet drop the goblin far less often. Two small hits rarely add up to 10; one 2d6+3 hit reaches 10 more than half the time. With the feat, two blades out-damage the Greatsword by 1.65 a turn and nearly match it on the one-turn kill.

The price is the shield. The goblin's Scimitar hits with +4: 45% against AC 16 in Chain Mail, 35% with a Shield on top. The Longsword and Shield Fighter deals 3.15 less damage per turn than the two-blade one with the feat, and gets hit about a fifth less often.

Level 5: Extra Attack closes the gap

At level 5 the Fighter's bonus rises to +6 and Extra Attack gives two attacks per Attack action. The Light property still gives only one extra attack.

LoadoutDamage per turn
Greatsword, two attacks12.70
Shortsword twice, Scimitar once, with the feat12.22
Shortsword twice, Scimitar once, no feat10.43

The Greatsword's 2d6 per swing now counts twice; the extra blade still counts once. Two weapons are strongest at levels 1 to 4, and stay close after that only with the feat.

The Rogue's real reason

Sneak Attack lands once per turn, on the first hit that qualifies. Two attacks are two chances to land it. A level 1 Rogue, Dexterity 16, with an ally beside the goblin:

LoadoutChance to land Sneak AttackDamage per turnGoblin down in one turn
Rapier55%6.4539.3%
Shortsword and Scimitar79.75%8.8949.0%

The second blade adds only 1d6 of its own, but it lifts the Sneak Attack chance from 55% to almost 80%. With Nick on the Scimitar, the Rogue still has the Bonus Action to Disengage and step away.

Which hero should carry two

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

More from the Blog

Read the blog
Read the blog

Take a chapter first

We send you The Five Solids, the flagship chapter, all nine pages, free.

The free chapter, The Five Solids, and one email when the next book lands.