Two-Weapon Fighting

Complete guide to two-weapon fighting in D&D 5e. Learn the rules for dual wielding, when to take the Two-Weapon Fighting style, and how to build an effective dual wielder.

Step-by-Step Rules

1

Requirements

You must be wielding two light melee weapons, one in each hand. Both weapons must have the 'light' property (such as shortsword, scimitar, dagger, handaxe).

2

Take the Attack Action

On your turn, use the Attack action to attack with one of your weapons (your main-hand weapon). This can be multiple attacks if you have Extra Attack.

3

Bonus Action Attack

After taking the Attack action, you can use a bonus action to attack with your off-hand weapon.

4

Off-Hand Damage

You don't add your ability modifier to the damage of the bonus action attack UNLESS the modifier is negative. If you have the Two-Weapon Fighting style, you DO add your ability modifier.

5

One Attack Only

The bonus action grants only one attack, even if you have Extra Attack. Your main hand can attack multiple times, but your off-hand only attacks once.

6

Two-Weapon Fighting Style (Optional)

Fighters, Paladins, and Rangers can take the Two-Weapon Fighting style, which allows adding your ability modifier to the bonus action attack's damage.

7

Dual Wielder Feat (Optional)

This feat removes the 'light' requirement (allowing d8 weapons), grants +1 AC while dual wielding, and allows drawing/stowing two weapons at once.

Common Mistakes

Common Mistake
Adding ability modifier to off-hand damage without the Two-Weapon Fighting style
Common Mistake
Thinking Extra Attack applies to both weapons - only your main hand gets multiple attacks
Common Mistake
Not realizing both weapons must be light unless you have the Dual Wielder feat
Common Mistake
Forgetting you can't use your bonus action for anything else (Cunning Action, spells, etc.) if you dual wield
Common Mistake
Missing that you need a free hand to interact with objects or grapple while dual wielding
Common Mistake
Not drawing both weapons on turn 1 (requires the Dual Wielder feat or using your action)
Common Mistake
Thinking two-weapon fighting is better than other fighting styles at high levels (it often falls behind)
Common Mistake
Not considering that shields provide better AC than the +1 from Dual Wielder
Common Mistake
Forgetting you can choose not to make the bonus action attack and save it for something else
Common Mistake
Missing that off-hand attacks still benefit from things like Hunter's Mark, Hex, and Divine Smite

DM Tips

DM Tip
Two-weapon fighting is most powerful at lower levels when the bonus action attack represents a larger damage increase
DM Tip
At higher levels, Great Weapon Master and Polearm Master often outpace dual wielding in damage
DM Tip
Dual wielding is iconic and cool - consider providing magic weapons that make it competitive
DM Tip
The bonus action economy is precious - dual wielders sacrifice versatility for damage
DM Tip
Consider homebrew to buff dual wielding: let the off-hand attack be part of the Attack action instead of a bonus action
DM Tip
Some classes benefit more than others: Fighters and Rangers get the most from it, while Rogues don't benefit much (they only get one Sneak Attack anyway)
DM Tip
Magic items that trigger on-hit effects (Flame Tongue, Frost Brand) make dual wielding more powerful
DM Tip
Environmental challenges like climbing, swimming, or needing to hold objects are harder for dual wielders
DM Tip
Dual wielding gives more attacks, which means more chances to hit with smites, poison, or other on-hit effects
DM Tip
Consider that Dual Wielder feat + two rapiers is only slightly better than a greatsword, but costs a feat

Sources & Further Reading