So, I was thinking: AC bonus aside, is there any mechanical reason to take the Dual Wielder feat instead of Polearm Master?
(If your response to this is "Because you want to play a dual wielder and you should only care about concept and not mechanics"... well, post that if you must, but don't expect a response, at least from me. I'm interested in mechanical balance here.)
For a character with Extra Attack, the damage dice are the same: 3d8 for Dual Wielder, 2d10+1d4 for Polearm Mastery, both averaging 13.5. However:
Advantages of Polearm Master
Advantages of Dual Wielder
- Adds your stat bonus to the "off-hand" attack.
- [Edited, per Caliban] All of your attacks have reach.
- Free opportunity attack when a foe enters your reach.
- Can be used with Great Weapon Master.
- Front-loads your damage into your "main-hand" attack, so if you need to use your bonus action for something else, you don't sacrifice as much damage output.
- You only need one magic weapon to boost all of your attacks.
Am I missing something here? I mean, I know Polearm Master is a powerhouse feat and Dual Wielder... isn't, but this seems really extreme.
- +1 AC.
Yes you are missing a couple things.
1. Weapon options:
Here are the list of weapons that work with polearm master:
Glaive
Halberd
Pike (does not allow bonus action attack)
Quarterstaff (does not work with the first half of GWM, does not have reach)
Spear (does not work with the first half of GWM, does not have reach))
Dual Wielder works with any combination of the following weapons:
Club
Dagger
Handaxe
Javelin
light Hammer
Mace
Sickle
Spear
Quarterstaff
Battleaxe
Flail
Lance (mounted)
Longsword
Morning Star
Rapier
Scimitar
Shortsword
Warhammer
War Pick
Trident
Whip
So from a mathematical point of view there are 5 different options you can use with PAM. There are 441 different combinations you can use with Dual Wielder. This is particular import when it comes to magic items. Your chance of finding a magic Halberd or Glaive is near 0. You may, depending on the campaign be able to buy or make a magic Halberd. In a few tables the DM might drop one for you because you chose this feat, but that is rare I think. On the other hand, in most campaigns finding magic items usable with dual wielder is extremely high and if there are legendary magic weapons on hand, it is much more likely to be used with dual wielder
2. Damage is substantially better with Dual Wielder
Using defense fighting style and the best PAM weapons (Halberd or Glaive) will net you damage of 3-24+3*strength each turn using your bonus action and defense fighting style or 2-20+2*strength when you don't get your bonus action.
With dual wielder, two weapon fighting and optimal weapons (mounted Lances) you have the same AC and are doing 3-36+3*strength with your bonus action or 2-24+2*strength without. You aren't getting the reaction attack, but you are doing a lot more damage on your turn.
Even if you can't use Lances or when you are knocked off your mount, damage with any D8 weapon is going to do the same damage as PAM. So it is A LOT better when you can use your lances and equal is can't use your Lances.
3. GWM is overrated
GWM is not a great feat. GWM/PAM limits you to 3 weapons and only 2 if you want to make a bonus action attack. Compared to an ASI you either have a -1 to hit and damage or a -6 to hit and +9 in damage. With the penalty it is not far ahead in damage on most foes. If you have extra damage from things like smite or hex or subclass damage it can actually be behind, while also having worse skills and worse saves. On top of that, if you combine it with PAM you can't even use the best heavy weapons.
I am not saying dual wielding is a better feat than PAM, but if you optimize your character around this specifically I think it will do more damage and have more flexibility with Dual Wielder on most classes and in most games.
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