Two Weapon Fighting: A Rebalance

Two weapon fighting, sadly, is mathematically inferior to simply pickup up a greatsword. It relies on action economy, and despite sucking up all bonus actions, remains a weaker damage choice, even with on hit modifiers.

This aims to fix this discrepency by making Two Weapon Fighting just as powerful and on an even footing. It considers the uses of two weapon fighting for all martial and half martial classes, and does not grant any additional power where it should not be.

Now you're able to play whatever fantasy you want, without having to abandon it simply for the sake of substandard mechanics.

Two Weapon Fighting

When you wield a light melee weapon in each hand, you gain access to the following options. Only one option may be used on each of your turns, and must be declared when taking the Attack action.

These options may be taken with thrown weapons, and you may draw or stow a weapon immediately before or after throwing a light weapon, as part of the attack.

Dual Strike When you take the Attack action, each time you hit with an attack, roll the damage dice of both melee weapons you are wielding instead of just your main hand weapon. Your attribute modifier is added once, as normal.

Followup Strike When you make the Attack action, you gain the ability to make one attack with your offhand weapon as a Bonus Action on this turn. You do not add your ability modifier to damage unless it is negative.

Two Weapon Fighting Style

You have become practiced at fighting with two weapons, and gain the following benefits while wielding a light melee weapon in either hand.

When you attack with a light melee weapon you may reroll a result of 1 or 2 on the weapon damage die.

Feats

A number of feats need to be changed to balance out the power of various weapon options as well as tone back two of the more powerful feats in the game.

Dual Wielder

You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.

You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

You gain an additional two-weapon fighting option:

Overwhelm. When you take the Attack action, you can use both weapons to gain advantage on the attack roll.

Great Weapon Master

On your turn, when you hit a creature with a heavy weapon that you are proficent with, you can immediately make an attack at disadvantage at creature within 5 feet of the original target. This can occur once per turn.

On your turn, when you score a critical hit with a heavy melee weapon or reduce a creature to 0 hit points with one, you can make one heavy melee weapon attack as a bonus action.

Power Attack

Before you make an attack using the Attack Action with a weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Sharpshooter

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Your ranged weapon attacks ignore half cover and three-quarters cover.

Before you make an attack with a ranged weapon that you are proficient with, you can declare that you are making a precision attack, gaining advantage on the attack roll. The damage roll does not add your ability modifier.