Master Dualwielder (3.5e Prestige Class)

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Master Dualwielder
I shall carve my path through history with my blades in hand and no one shall stand in my way for fear of being carved themselves.
—Varlund

All fighters have a specialty, the Master Dual-wielder is better at fighting with two weapons than any other character. As a master of two weapons you exchange the variety of your bonus feats for proficiency with two-weapon fighting. You have studied exclusively with this fighting style and as a result, the penalties usually incurred by the use of two weapon fighting are now your strengths.

Becoming a Master Dual-wielder (3.5e Prestige Class)[edit]

Characters pursue this class if they are dedicated to the two weapon fighting style. Otherwise, they can't fully appreciate the power of this class. Most importanat stats are strength for the melee attacks or dexterity with weapon finesse feat. Constitution is as important, because you will still be in the frontlines in your party.

Entry Requirements
Feats: Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Defense, Weapon Focus on a Medium or Light Weapon.
Special: You must defeat a Two Weapon fighter in a duel, but do not have to kill your opponent, unless you are evil.

Table: The Master Dual-wielder

Hit Die: D10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Ambidextrous, Over-sized Dual-wield, Fighter Levels
2nd +2 +3 +3 +0 Tricky Attacks (+1/+1), Dexterity bonus +1
3rd +3 +3 +3 +1 Two-Weapon Defense bonus, Bonus Feat
4th +4 +4 +4 +1 Monkey Grip, Tricky Attacks (+2/+2)
5th +5 +4 +4 +1 Greater Two-Weapon Fighting, Chainsaw Attack
6th +6/+1 +5 +5 +2 Two-Weapon Defense bonus, Tricky Attacks (+3/+3)
7th +7/+2 +5 +5 +2 Coup de grâce
8th +8/+3 +6 +6 +2 Tricky Attacks (+4/+4) Dexterity bonus +1
9th +9/+4 +6 +6 +3 Two-Weapon Defense bonus
10th +10/+5 +7 +7 +3 Tricky Attacks(+5/+5)

Class Skills (2 + Int modifier per level)

Balance(dex), Climb(str),Handle Animal(cha), Escape Artist(dex), Hide(dex), Jump(str), Knowledge(Dual weapon style), Move Silently(dex), Ride(dex), Survival(wis), Spot(wis), Swim(str), Tumble(dex), Use Rope(dex)


Table: The Epic Master of Two Weapons
Level Special
11th Vixen Reflexes
12th Dexterity bonus +2
13th Bonus Feat
14th Custom Dual Weapons +1
15th Tornado attack
16th Bonus Feat, Dexterity bonus +2
17th Custom Dual Weapons +2
18th Custom Dual Weapons +3
19th Bonus Feat
20th Dexterity Bonus +2

Class Features[edit]

All of this classes abilities are geared towards the two weapon fighting style. All of the class features of this class only work on weapons that you have weapon focus with and only if you are holding two weapons.(if you drop a weapon in battle you have until the end of your next turn to pick it up or equip another weapon in its place.) All of the following are class features of the Master of Two Weapons.


Ambidextrous (Ex): The master of two weapons has no "left hand". He gets no penalty for fighting with two weapons or any action he would normally be better with one hand for that matter.

Oversized dual-wield (Ex): At first level a Master Dual-wielder can use Large One-handed weapons as Light weapons for the use of two weapon fighting.

Fighter Levels (Ex): These class levels stack with any fighter class levels for the purpose of determining your ability to take feats, for every two character levels you gain an additional feat.

Tricky Attacks (Ex): At the second level a Master Dual-wielder has adapted to more complex dual weapon attacks as he gets more experienced, thus the enemy cant predict his attacks so good. He gains a +1 bonus on his attack rolls with each hand. This bonus increases by +1 every 2nd level.

Two-Weapon Defense bonus (Ex): At third level a Master Dual-wielder adds a +1 to his shield bonus for wielding two weapons and a +2 for a full defense action. This bonus goes up by +1 and +2 for a full defense action every three levels to a max of +3 and +6 for a full defense action.

Monkey's Grip (Ex): At 4th level you can wield Large One-handed weapons as if they were one size category smaller than they are but with the same effort it would take to use them if you where that size category.

Chainsaw Attack (Ex): At the 5th level you gain the ability to do a sudden second attempt to disarm or trip(with a long weapon) the enemy with a +2 surprise bonus on your attack roll, if the first attempt fails. In addition if your disarm attempt is successful, the disarmed weapon flies 1+ (your strength modifier) feet away in your designated direction instead dropping on the same square.

Tornado Attack (Ex): As a full attack you can make an attack with each of your weapon to all enemies within reach(similar to whirlwind attack). If your dexterity modifier is +4, you can move 5ft to your designated free square and repeat the attacks. You may do this 3 times, if your dexterity modifier is +6 and 4 times if your dexterity modifier is +8 and so on. After this move you become dizzy for 2 rounds. You are limited to use this power once per day, unless you advance a level - then it refreshes.

Custom Dual Weapons (Ex): The Master Dual-wielder can create his own custom set of two masterwork one-handed weapons, or enhance ones he already owns. This takes 1D6 weeks of 5 hour work a day to do. He also has to pay for the materials which he intends to create or enhance the weapons from. These becomes both his "hands". Whenever he fights with his custom or enhanced weapons he gains +1 bonus on his attack and damage rolls. This bonus increases by 1 at levels 17 and 18.

Coup de grâce (Ex): Can deliver a Coup de grâce to a helpless target as a standard action. Can deliver a Coup de grâce as a standard action to a prone, same size category target with medium or less armor if he fails an opposed attack roll. Master of Two Weapons gains +5 bonus on this attack roll.

Bonus Feats: Greater Two-Weapon Fighting(5th level), Bonus Feat(3rd level)

Dexterity Bonus: A Master Dual-wielder is so accomplished at the Dexterous skills of Two-Weapon Fighting that he gets a +1 bonus at 2nd and 8th levels and a +2 bonus at 12th, 16th, 20th level and so on to his Dexterity.

Vixen Reflexes (Ex):: The Master Dual-wielder Moves faster than the eye can see for a short distance to avoid any non combat danger that requires a reflex saving throw. He can activate this once per day for a +5 to his reflex save throw.

The epic Master of Dual-wielder gains a bonus feat selected from any Two Weapon Fighting Feats or Fighter Bonus Feats every 3 levels after 10th level.

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