Dual wielders train in ambidextrous techniques that allow them to wield two weapons simultaneously. Few warriors are as awesome to behold as practitioners of the Dual Wielding sphere.
Practitioners of the Dual Wielding sphere gain the following abilities:
Ambidexterity
When using Two-weapon fighting, you may expend your martial focus to make your off-hand attack without expending your bonus action (no action required).
Balanced Defense
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. This bonus AC is treated as a shield for the purpose of stacking with other sources of AC. You cannot count an unarmed strike or natural attack as a weapon for this purpose, unless you possess the Unarmed Training (discipline) talent from the Equipment sphere.
Dual Draw
Whenever you would be able to draw or stow a weapon, you may draw or stow two one-handed weapons.
Dual Wielding Basic Talents
Some talents are marked (dual-wield). You may only apply the effects of a single (dual-wield) talent to your off-hand attack when using two-weapon fighting.
Dual-Wield Talents
Combo Maneuvers (dual-wield)
When using two-weapon fighting, you may replace your offhand attack with a grapple or shove.
Dancing Display (dual-wield)
When two-weapon fighting, if you strike a target with your off-hand attack, your movement does not provoke opportunity attacks from the damaged creature for the rest of your turn.
Defensive Whirl (dual-wield)
When two-weapon fighting, if you strike a target with your off-hand attack, you may expend your martial focus to give that creature disadvantage on attacks against you during its next turn.
Dizzying Combination (dual-wield)
If you strike the target with your off-hand attack, that creature must make a Dexterity saving throw or have all movement speeds they possessed reduced by half for 1 minute.
Following Strike (dual-wield)
You may make an additional attack with your off-hand weapon, but both of these attacks and at least one of your main weapon attacks must be against different creatures.
Perfect Set-Up (dual-wield)
When using two-weapon fighting, you may replace your offhand attack with the Help action.
Other Talents
Asynchronous Swing
As long as you have martial focus, both weapons deal the same damage die whenever you use two-weapon fighting, and you may choose to have both weapons deal the same damage type. You may choose the damage die from either weapon and the damage type of either weapon.
Critical Follow Up
When two-weapon fighting, your off-hand attack scores a critical on a roll of 19 or 20.
Dual Opportunity
Once per round, you can make an attack with two qualifying weapons when you make an opportunity attack as if using two-weapon fighting.
Focusing Defense
When taking the Dodge action, your AC bonus from wielding two weapons increases from +1 to +3.
Greater Blades
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
High-Low Combination
When you strike the same target at least once with both your main weapon and your off-hand attack, you may expend your martial focus to attempt to shove the creature. This does not cost any additional action but must be done immediately after resolving the off-hand attack.
Mixed Defense
Whenever you wield a melee weapon in one hand and a ranged or thrown weapon in the other, you do not make ranged attacks with disadvantage if a hostile creature is within 5 feet of you. You may treat the ranged or thrown weapon as if it were a melee weapon with the reach weapon property.
Synchronous Accuracy
When two-weapon fighting, if your attack with your main weapon misses, you may expend your martial focus to make two attacks as a bonus action instead of one with your second weapon. You may attach a (dual-wield) talent to each of these attacks so long as they are different talents.
Tandem Offensive
As long as you have martial focus, if you successfully use the attack action to strike a creature with your main weapon while two-weapon fighting, your off-hand attack gains any magical bonuses your mainhand weapon possesses until the beginning of your next turn, replacing any bonuses your off-hand may possesses if it is higher.
Dual Wielding Legendary Talents
Cyclone Cut
Prerequisites: Dual Wielding sphere, 5th level or higher.
While wielding two weapons, you may expend your martial focus as an action to twirl the two weapons with enough force to create a damaging cyclone of air. Each creature within 15 feet of you takes bludgeoning damage equal to the combined weapon damage dice of your two weapons. A successful Dexterity saving throw reduces this damage by half.
Three-Sword Style
Prerequisites: Dual Wielding sphere, 5th level or higher.
You gain the ability to wield an additional weapon. If you do not have additional hands or some other method, you can wield the third weapon in your teeth, treating your mouth as an additional hand that can only be used to wield a one-handed or light weapon. While wielding a weapon in this manner, you cannot supply verbal spell components or make skill checks that require speaking or singing, though may still communicate in a garbled fashion. When you use two-weapon fighting on your turn, you may make an additional off-hand attack with the third weapon. If you do so, you cannot make a reaction this turn.
Spheres of Might by Drop Dead Studios | ||||||
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Using Spheres of Might | ||||||
Classes | ||||||
Alter Ego | Armiger | Artisan | Commander | Conscript | Scholar | Striker |
Spheres | ||||||
Alchemy | Athletics | Barrage | Barroom | Beastmastery | Berserker | Brute |
Dual Wielding | Equipment | Fencing | Gladiator | Guardian | Leadership | Retribution |
Scoundrel | Scout | Shield | Sniper | Tinkerer | Trap | Warleader |
Wrestling | ||||||
Other Rules | ||||||
Combat Actions | Conditions | Feats | Martial Traditions | Mundane Equipment | ||
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