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Make your class excel at two-weapon fighting—from barbarian to wizard, put every hand to work!

Jiro, the kobold mascot, knows all and is willing to act like it when he doesn’t!

Yesterday, we demystified two-weapon fighting. Looked up close at the rules for how and when it works, and how you can maximize it with talents and class features if you’re a martial-type class.

But what if you’re not? Today, we’ve got you covered. Every class in the Tales of the Valint RPG, even the new ones appearing in Player’s Guide 2 (you can still late pledge to get it when it debuts!): theurge, vanguard, and witch.

Two-Weapon Fighting with Each Class

Want to wield two weapons on your character but don’t know how? Here’s a guide of suggested weapons, backgrounds, talents, and general notes (all assuming you have the Player’s Guide at your disposal) for creating a dual-wielding character of any class. While any class can use the base rules to be effective at two-weapon fighting, these suggested builds give guidance on making a character more focused around wielding two weapons in melee combat.

Special Note for Spellcasters

Talk to your game master to see if your spellcasting focus can be used as a club or, in the case of holy symbols, built into the hilt of a weapon. Many spellcasting foci are rods, special staffs, or similar objects that could work as clubs. The Combat Casting talent is still pretty crucial for this kind of build, since it lets wield a weapon as a spellcasting focus and lets you use a hand occupied with a weapon to still do somatic components. That way, you don’t need to juggle between two weapons and spellcasting, and you can get that Gandalf feel of wielding a staff and a shortsword while keeping up spellcasting.

Even if you do become a two-weapon spellcasting rockstar, think about the role two-weapon fighting plays in your life as a spellcaster and what you want to accomplish with it. Are you wielding two weapons to always have an easy way to defend yourself? Do you want to play a “hybrid” role similar to the Spell Blade fighter? You like the aesthetic? Trying to intimidate or deceive foes? Knowing what you want out of the game and out of the character helps you keep getting it as you advance in levels.

Barbarian

While barbarians typically prefer hitting enemies with a big, two-handed weapon, two weapons is very in-flavor and can be supported by different barbarian class features. In particular, Rage’s bonus damage on melee weapons that use STR helps make up for the fact that the bonus action attack from two-weapon fighting doesn’t add your ability modifier to the damage. The barbarian’s Reckless Attack means you’ll have more chances to land critical hits since you’ll have more attacks each turn, and Brutal Critical makes those hits hard enough that you won’t miss your greatsword.

Things to Keep in Mind: Activating your Rage feature costs a bonus action. That can leave you wondering if you should make that extra attack or rage (the answer often depends on the situation). The Heroic Boons can help with this problem, but you have to hold on until 10th level.

Background: Any.

Talents: Two Weapon Mastery (at 4th level).

Weapons (starting): Two handaxes, scimitars, or shortswords.

Weapons (from level 4 onward): Any two, one-handed martial melee weapons, such as a battleaxe, flail, or longsword.

Subclass: Any. Berserker is slightly worse than other choices, as it already gives you a bonus action attack when you’re in a Frenzy.

Bard

While bards don’t have any exceptionally beneficial features for wielding two weapons, bards benefit from being close to their allies, and two-weapon fighting makes you a more effective melee combatant to hang with them.

Things to Keep in Mind: Sharing Bardic Inspiration with your allies requires a bonus action, and maintaining your Bardic Performance requires a bonus action. This means that if you want to wield two weapons, think on your feet about how you use your bonus action on your turn.

Background: Soldier.

Talents: Combat Casting (from the Soldier background), Two Weapon Mastery.

Weapons (starting): Two scimitars or shortswords.

Weapons (from level 4 onward): Rapiers give you a swashbuckling flair, but any two one-handed martial melee weapons work.

Subclass: The Victory subclass gives you access to martial talents and is more supportive of the melee-focused combat style of two-weapon fighting.

Cleric

Wielding two weapons in combat means the cleric has to give up a shield, but the heavy armor proficiency from Manifest Might offsets this cost (and gives you a better weapon!).

Things to Keep in Mind: Some Channel Divinity options require a bonus action, and the spiritual weapon spell, a staple for many clerics, also wants to regularly use your bonus action. Not a deal breaker, but it can influence the subclass or spells you choose.

Background: Any, though Soldier lets you take the Combat Casting talent so you can step up to Two Weapon Mastery talent.

Talents: Combat Casting, Two Weapon Mastery.

Other: When you choose your Manifestation of Faith, choose Manifest Might and either scimitar or shortsword.

Weapons (starting): Two scimitars or shortswords (whichever you chose with Manifest Might).

Weapons (from level 4 onward): Two scimitars or shortswords, unless you gain proficiency in a one-handed martial melee weapon (such as through the Training downtime activity).

Subclass: The War subclass gives you access to martial talents and supports the melee-focused combat style of two-weapon fighting, even though its Channel Divinity option requires a bonus action.

Druid

The druid’s shillelagh cantrip makes even the lowly club more effective, which is great news for two-weapon fighting! This cantrip makes the druid one of the most effective dual-wielding spellcasters, despite lacking access to the Two Weapon Mastery talent.

Things to Keep in Mind: Wild Shape either puts you in a form where you can’t wield two weapons or requires a bonus action to recharge your spellcasting ability. Think carefully about when to use these abilities and when to focus on two-weapon fighting.

Background: Any.

Talents: Combat Casting.

Weapons: A club and a handaxe.

Subclass: Leaf. Though a spellcasting-focused subclass wielding two weapons seems counter-intuitive, Leaf’s grove can pin down opponents for you to attack or protect you in more dangerous melee combat.

Fighter

Fighters are built to be masters at weapons. Wielding two weapons is no exception. The Quick Strike Martial Action makes the fighter a slicing,dicing machine.

Things to Keep in Mind: While the Quick Strike Martial Action is great for wielding two weapons, think carefully each turn about if you want to use your bonus action for extra attacks or to perform a weapon option for more utility.

Background: Any.

Talents: Two Weapon Mastery.

Other: Choose the Quick Strike Martial Action.

Weapons (starting): Two handaxes, scimitars, or shortswords.

Weapons (from level 4 onward): Any two, one-handed martial melee weapons, such as a battleaxe, flail, or longsword.

Subclass: Weapon Master. If you go with Spell Blade, you need the Combat Casting talent so you can cast a spell with a weapon in hand.

Mechanist

Mechanists aren’t built with dual-wielding in mind, but they can hold their own in melee. Since an item can have only one augment at a time, wielding two weapons opens up different augment combos you can try.

Things to Keep in Mind: With Efficient Action, mechanists tend to want to activate augmented items or perform a weapon option with their bonus actions. You’ll need to balance the pros and cons of making the extra attack from two-weapon fighting or performing one of these other options. Similarly, Rapid Augment might want a bonus action or two during an encounter, potentially limiting how often you will want to make the extra attack from two-weapon fighting.

Background: Any.

Talents: Two Weapon Mastery.

Weapons (starting): Two scimitars or shortswords, or a scimitar or shortsword and a handaxe with the Returning augment. Or your gauntlets, if you go with the Metallurgist subclass.

Weapons (from level 4 onward): Any two, one-handed martial melee weapons, such as a battleaxe, flail, or longsword, or one of those and a handaxe with the Returning augment. Or your gauntlets if you’re doing Metallurgist.

Subclass: Any. Metallurgist is a bit more effective with its built-in gauntlets and the Heavy Hitter feature, but the Spellwright can also be an effective dual wielder if you focus on imbued spells that give you extra survivability or utility in melee combat, such as mage armor or freedom of movement.

Monk

The monk might be the least viable class to wield two melee weapons and use the two-weapon fighting rules. I know. Crazy.

This is because the monk has this built in with the Martial Arts and Flurry of Blows features. And your monk’s damage scales up as you increase in level, eventually outpacing the weapons that work for two-weapon fighting. You’re kind of better off not using two-weapon fighting.

As long as you use monk weapons or unarmed strikes, you’re good to go level 1 to be an effective dual wielder without any extra considerations. The extra attacks you get with Martial Arts also don’t have a damage penalty (the loss of ability modifier to the extra attack) that two-weapon fighting gives everyone else.

Things to Keep in Mind: If you choose to wield two melee weapons, you potentially lose out on the bonus action attack granted by the Martial Arts feature. If you have a magic weapon, this might be an acceptable trade-off. Flurry of Blows can be used with an unarmed strike or a monk weapon, so if you do wield two melee weapons, make sure they’re monk weapons. Also, technique points often require a bonus action, so weigh how you want to use that.

Background: Any.

Talents: Two Weapon Mastery.

Weapons (starting): Two shortswords.

Weapons (from level 4 onward): Two shortswords.

Subclass: Any. Open Hand’s Quivering Palm feature requires an unarmed strike, but the two subclasses otherwise don’t especially help or hinder two-weapon fighting with two melee weapons.

Paladin

Like the cleric, a paladin wielding two weapons gives up a shield. But the paladin’s heavy armor proficiency ensures your heart can go on. Similar to the barbarian or fighter, the paladin is built to be a melee combatant and can shine when wielding two weapons.

Things to Keep in Mind: Paladins don’t get a Martial Action option that supports wielding two weapons. If you use Martial Action, it will likely be only to perform a weapon option, and you’ll have to think carefully about performing that weapon option or taking the extra attack from two-weapon fighting. Also note that while Divine Smite deals extra damage, you can use it only once per turn, not on every attack, and some subclasses have Channel Divinity options that want that precious bonus action.

Background: Any, though we recommend Soldier for the Combat Casting talent to allow you to take the Two Weapon Mastery talent as early as possible.

Talents: Combat Casting, Two Weapon Mastery.

Weapons (starting): Two scimitars or shortswords.

Weapons (from level 4 onward): Any two, one-handed martial melee weapons, such as a battleaxe, flail, or longsword.

Subclass: Any, though Devotion’s theme likely fits a one-hand and shield combination better than wielding two weapons, and Justice’s Judgement Channel Divinity option gives a slight boost with the extra radiant damage on every attack against your quarry.

Ranger

Like fighters, rangers have built-in bennies for wielding two weapons and you excel at two-weapon fighting, especially with access to the Quick Strike Martial Action.

Things to Keep in Mind: Like the fighter, you’ll need to think each turn about if you want to use Quick Strike for extra attacks or Martial Action to try a weapon option.

Background: Soldier for the Combat Casting talent.

Talents: Combat Casting, Two Weapon Mastery.

Other: Choose the Quick Strike Martial Action.

Weapons (starting): Two scimitars or shortswords.

Weapons (from level 4 onward): Any two, one-handed martial melee weapons, such as a battleaxe, flail, or longsword.

Subclass: Any, though some subclasses provide new features that use your bonus action. If you take such a subclass, you’ll have to think carefully about how you use your bonus action each turn.

Rogue

A rogue twirling two blades in a shadowed alleyway is very common in fantasy stories, and it’s easy to do in the Tales of the Valiant RPG!

Things to Keep in Mind: While Sneak Attack’s extra damage is great, you can use it only once per turn. Also, your Cunning Action often wants your precious bonus action, so choose wisely.

Background: Any.

Talents: Two Weapon Mastery

Weapons (starting): Two scimitars or shortswords.

Weapons (from level 4 onward): Two rapiers, scimitars, or shortswords.

Subclass: The Enforcer subclass gives you access to martial talents and overall is more supportive of two-weapon fighting.

Sorcerer

While sorcerers don’t have specific features that enhance wielding two weapons, they don’t have any major features that hinder it.

Things to Keep in Mind: If you plan to use your bonus action regularly for two-weapon fighting, steer clear of spells that use it. You might also want to choose spells that are more defensive to make up for your lack of armor, especially if you plan to be in melee combat often.

Background: Any, though Soldier is a good choice for the Combat Casting talent.

Talents: Combat Casting.

Weapons (starting): Two handaxes.

Subclass: Draconic. The Draconic subclass gives you extra hit points and higher AC, giving you extra survivability in melee.

Theurge (special from Player’s Guide 2!)

Like other spellcasters, theurges don’t have specific features that enhance wielding two weapons.

Things to Keep in Mind: The theurge’s Spell Nexus feature requires a bonus action, and many spells require bonus actions to cast them. Some subclasses also provide new features that require bonus actions to use. You’ve got competition for that extra attack!

Background: Any, though Soldier is a good choice for the Combat Casting talent.

Talents: Combat Casting.

Weapons (starting): Two handaxes.

Subclass: Any, though some subclasses provide new features that use your bonus action, so measure it out.

Vanguard (special from Player’s Guide 2!)

Vanguards are great warriors with access to martial weapons and martial talents, making them capable dual wielders.

Things to Keep in Mind: The Support Action, some of the vanguard’s Stratagems, and some subclass features require bonus actions.

Background: Any.

Talents: Two Weapon Mastery.

Weapons (starting): Two scimitars or shortswords.

Weapons (from level 4 onward): Any two, one-handed martial melee weapons, such as a battleaxe, flail, or longsword.

Subclass: Any, though some subclasses provide new features that use your bonus action. If you take such a subclass, think about how you use your bonus action each turn.

Warlock

Warlocks are versatile spellcasters that have several options to support being in melee combat and wielding two weapons.

Things to Keep in Mind: Pact of the Blade applies to only one weapon, not both weapons you’re wielding.

Background: Any, though we recommend Soldier for the Combat Casting talent to allow you to take the Two Weapon Mastery talent as early as possible.

Talents: Combat Casting, Two Weapon Mastery.

Other: Choose the Pact of the Blade Pact Boon. The Armor of Shadows Invocation also increases your survivability in melee combat.

Weapons (starting): Two handaxes.

Weapons (from level 4 onward): Two handaxes, unless you gain proficiency in a one-handed martial melee weapon (such as through the Training downtime activity).

Subclass: Reaper. The Reaper subclass gives you access to martial talents and encourages being in melee combat and making melee weapon attacks. Keep in mind, activating Reaper’s Mantle requires a bonus action, so you’ll need to think carefully about when you activate it versus when you use the bonus action attack from two-weapon fighting.

Witch (special from Player’s Guide 2!)

Like other spellcasters, witches don’t have specific features that enhance wielding two weapons.

Things to Keep in Mind: The Hex class feature and several abilities activated through your witch implements require a bonus action. Depending on your witch implements, consider how best to spend you bonus action each turn.

Background: Any, though Soldier is a good choice for the Combat Casting talent.

Talents: Combat Casting.

Other: Choose the Hollow Blade witch implement. The Brewer’s Cauldron witch implement is useful for giving you extra survivability while in the more dangerous melee combat.

Weapons: A dagger (your Hollow Blade) and a handaxe, or two handaxes.

Subclass: Any. None of the witch’s subclasses are particularly beneficial or bad for wielding two melee weapons.

Wizard

Like other spellcasters, wizards don’t have specific features that enhance wielding two weapons, and they don’t have any major features that hinder it.

Things to Keep in Mind: If you plan to use your bonus action regularly for two-weapon fighting, choose spells that don’t need that bonus action. You might also want to choose defensive spells to make up for your lack of armor if you plan to be in melee combat often.

Background: Any, although the Soldier background gives you access to the Combat Casting talent.

Talents: Combat Casting, Two Weapon Mastery.

Weapons (starting): Two handaxes.

Weapons (from level 4 onward): Two handaxes, unless you gain proficiency in a one-handed martial melee weapon (such as through the Training downtime activity).

Subclass: Battle Mage. The Battle Mage subclass gives you access to martial talents and overall is more supportive of being in melee combat. Keep in mind, maintaining a Spell Ward will be difficult if you focus on making melee attacks every turn, so think about how you spend each of your turns, balancing two-weapon fighting attacks and casting spells.

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