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D&D (2024) Two Weapon Fighting and Nick article

I'm not sure that is true. It depends on the fighter.

All the Fighters I play as a player have spells (usually a bunch of racial and feat spells in addition to Eldritch Knight spells). I would not say they are any faster than the Wizards I play.

Well no, if you turn your Fighter into a Wizard I don't imagine much time difference.
 

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If l attack using a short sword as a Rogue i can then attack again using a scimitar in the same attack action and add my modifier plus my sneak attack on that second attack since i have vex on short sword and Nick on the scimitar. That is how i understand the rules in the new Players Handbook.
 

Another thing not mentioned in the article is the Thrown property; you can draw a Thrown weapon as part of a ranged attack, wether using the Atttack Action or a Bonus Action, meaning you can throw daggers while holding a shield for example, and benefit from the Light property and the Dual Wielder feat.
 

Another thing not mentioned in the article is the Thrown property; you can draw a Thrown weapon as part of a ranged attack, wether using the Atttack Action or a Bonus Action, meaning you can throw daggers while holding a shield for example, and benefit from the Light property and the Dual Wielder feat.
While I won't allow swapping melee weapons to be able to dual wield, my decision about thrown weapons is not done. In that case, throwing away the weapon to make room for a weapon that explicitely allows to be drawn mid attack action seems ok to me and actually quite cool.
 



If l attack using a short sword as a Rogue i can then attack again using a scimitar in the same attack action and add my modifier plus my sneak attack on that second attack since i have vex on short sword and Nick on the scimitar. That is how i understand the rules in the new Players Handbook.

No. You can not add your modifier to the damage with the Scimitar. The rest of this is correct.
 

Okay, so if I'm following all these interactions properly:
  • Wielding two Light weapons lets you make an extra attack with one of those weapons as a bonus action (no bonus damage from your ability modifier).
  • The Nick weapon mastery (found on scimitars, among other things) lets you make the extra attack granted by Light as part of the same Attack action, freeing up your bonus action.
  • The Two-Weapon Fighting fighting style feat lets you add your ability modifier to damage for the extra attack from Light.
  • The Dual Wielder feat, in a change from the playtest, now makes no mention of the extra attack from Light, instead it simply allows you to make an extra attack as a bonus action with a melee weapon that isn't two-handed, as long as you attacked with a Light weapon.
  • Extra Attack obviously lets you make extra attacks with the Attack action.
  • The new rules for weapon swapping appear to handwave drawing and stowing, letting you do both as part of an attack.
So, if you have two scimitars, you would normally be able to attack twice as part of the Attack action (because Nick), plus however many Extra Attacks you have. If you then take Dual Wielder, you can attack again with your bonus action. If you have TWF, you get to add your ability modifier to the damage, but only for the attacks you make with the Attack action (Dual Wielder doesn't interact with TWF). In theory though, you could swap out your scimitar for a longsword and actually use it with two hands (it's versatile, not two-handed, technically) for 1d10 damage, rather than the 1d6 of a rapier.

Of course, a longsword isn't finesse, so you'd have to be Strength-based to get the maximum efficiency from this combo, and invest a whole feat in it. It would seem more efficient to just do fewer attacks that add your ability bonus to the damage, rather than construct your entire build around getting an average of 2 points of extra damage per turn.

A level 5, Str 20 scimitar fighter with DW and TWF would (without Action Surge) do three attacks at 1d6 + 5 dmg, plus an extra cheeky longsword attack for 1d10 dmg. Average = 29 dmg.

By contrast, the same fighter with a greatsword would make two attacks at 2d6 + 5 dmg, for 24 dmg, but would also have two additional feat slots, one of which could be Great Weapon Master which adds a flat +6 dmg bonus and lets you attack again if you kill an opponent.

I guess the scimitar/longsword blender is more useful for crit fishing, but it's a pretty marginal gain imo.
Better off just using a rapier and scimitar if you’re taking the dual wielder feat, and max Dex rather than trying to MAD just for one attack out of four or more.

I personally relfavor the scimitar as a long dagger when doing so because the mental image of a rapier and scimitar is just weird, but that is just flavor.

Longsword works without any hoops if you are using a build that doesn’t use strength or dex, like Blade Warlock or Battlesmith, with 1 level Fighter for fighting style and weapon mastery. Maybe 2 for action surge. If you really wanna be a blender though, fighter/monk seems like a better model IMO.

Or if your DM uses a lot of multi-enemy encounters, rather than big legendaries, Hunter Ranger/Monk is a great blender, too. Shadow monk for advantage from darkness and later from teleports, get those crits.
 


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