Dual Wielder |
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You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons. |
Dual Wielder is a Feats in Baldur's Gate 3. Feats are special talents or expertises that provide special capabilities to characters. At certain levels, your character will get to choose between an Ability Score Improvement Feature or a Feat.
Dual Wielder Information
- You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons.
- Class Feature:
How to unlock Dual Wielder
You'll need to fulfill the following requirements to unlock Dual Wielder
- All Classes at Level 4
Dual Wielder Tips & Notes
- Great for characters that are dual wielding using their Strength rather than Dexterity.
- Great for characters that are dual wielding in Heavy armor or Medium armor and already have their Dex AC bonus capped.
- A requirement for dual wielding characters who want to make use of unique/magical Longswords or Rapiers.
- If you're a STR character and you're wearing heavy armor and all your points are in Strength, and Dexterity isn't going to give you any extra armor, then this might be a good choice for you. This is also a great choice for you if you want to dual wield Longswords or Rapiers, as 2d8 worth of weapon damage is 1 additional damage over just getting +2 Dexterity or Strength.
- If you're a DEX character and you're dual wielding, you might want to take Dexterity here to gain the same plus one Armor Class (if not using medium/heavy armor) and plus one damage, but additionally gain plus one Attack and plus one to all Dexterity skills. However, dual wielding non-light weapons allows Finesse characters to dual wield Rapiers (2d8) which do more damage, especially for those without the dual wielding fighting style.
Dual Wielding Longswords or Rapiers is also extremely cool and you should always remember to put the theme and roleplay of your character over min/maxing. Thieves (or anyone with additional bonus actions) will do an additional +1 damage using Rapier in the offhand with each attack, for a total of 2 more damage using this feat compared to the +2 Dexterity choice if they do not have the dual wielding fighting style. - Remember, you do not get to add your Dexterity bonus to damage unless you have the dual wielding fighting style. This feat can help a Thief without the dual wielding fighting style get +2 additional damage when attacking with both bonus actions, over denying this Feat to get +2 Dexterity.
- Works with all forms of Wild Shape.
When mage dual wealding, he can't use shields and lose all it benefits. In additional you lose armor and must it compensate with subclass (abjuration) or items: glove that give +2 armor if NO shields.
Ironic, useless because of shield glove the most effective glove in last act :)
- Anonymous
Probably gonna rock this on my Draconic Sorcerer. Unarmored Defense + Decent dex for a finesse weapon and AC + Dual Wielder seems pretty neat.
- Anonymous
Tips & Notes are useless. This is a great feat for ANYONE that wants to use benefit of dual wielding at least one non-light weapon, and that's dex build (really good finesse non-light weapons near end of act 1), str build or even using weapons as stat sticks. Unless you have a very good shield, a second weapon is miles better, because you can use two quarterstaves on spellcasters and such for trading only 1 AC (that's only 5% chance to be hit). Remember that most buffs from weapons are character wide and work outside of using that one specific weapon (like attacking with it).
- Anonymous
Who the feck wrote the tips? Why does wiki need extremely subjective advice (almost an instruction) on how we need to play the game? I am the one for the RP myself, but seeing this sht on a game's wiki makes my blood boil
- Anonymous
Thief 3/Lore Bard 6 with this feat. Nothing fancy but I like spells and warden of vitality at bard 6 gives me the option to cast big damage spells, melee, and aoe heal all on the same turn if I want, and that's all before act 3. Jack of all trades bb
- Anonymous
Will i still get the +1 AC bonus from dual wielding weapons when transformed into wildshape from druid?
For Example instead of having AC 12 as Bear ill have 13?
- Anonymous
Put this **** on a wizard and there you go: half of the AC from a shield, and you can use BOTH bonuses from quarterstaves. Great **** tbf.
- Anonymous
I dont think dual wielding is worth it.
You simple cant swing double weapons at once. Lets take a look: you have 1 action and 1 bonus action. Double swinging consume both, two handed weapon consume only 1 action.
Bonus attack from lvl 5 melee dont give a bonus action, so you cant swing double weapons more than once.
- Anonymous
Am I correct in assuming I can use this to dual wield quarterstaves?
- Anonymous
Does this Feat work with Pact of the Blade Warlock for adding Charisma modifier to the second weapon instead of Strength/Dexterity?
- Anonymous
Does this give me Two Weapon Fighting or do I need both to get the bonus?
- Anonymous
Should I take this on Astarion with any of his builds? Currently Assassin but interested to know if he would benefit from this with any of the rogue subclasses available.
- Anonymous
Does this do anything besides +1 AC and allowing non-light weapons to be offhanded If you're not a fighter/ranger/swords bard that took two-weapon fighting as your style pick? Or does it give you the effect of the fighting style choice?
- Anonymous
Does the off-hand weapon get all the bonus passives, on-hits and active skills?
- Anonymous
With the amount of very good passive/on-hit effects on weapons this might be one of the best feats to take mid/late game
- Anonymous
Wonder how this works with Crossbows. Would be cool if you can DW light crossbows with this feat.
- Anonymous
Good for medium armor strength builds staying at 14 dex. Nice balance between improving dual wield options as well as being half a shield's AC.
- Anonymous
The AC is SOMEWHAT bugged in patch 9. I noticed that I wasn't getting the AC, but got it when I unequipped / reequipped the weapons.
- Anonymous
Unless you must use a non-light weapon, an ability increase is better than this feat. Increasing dexterity by 2 will raise AC, attack, and damage all by +1.
- Anonymous
- Anonymous
Holding the life stealing mace you get from the Gnoll in your left hand is very good, whichever character in my party gets it never drop of full HP XD
- Anonymous
" Dual Wielding Longswords or Rapiers is also extremely cool and you should always remember to put the theme and roleplay of your character over min/maxing"
It's just weird to see something like this on a wiki
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