Meet Faeravin! She is my new ttrpg character and I’m so attached already and only just started playing lol 😝 you will also see their short sword and dagger. I’m very hyperfixated and am so excited to see where this character goes 🥰😊

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Meet Faeravin! She is my new ttrpg character and I’m so attached already and only just started playing lol 😝 you will also see their short sword and dagger. I’m very hyperfixated and am so excited to see where this character goes 🥰😊

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Guns Akimbo in D&D
Why you can’t dual wield firearms in 5e/one d&d
Homebrew firearms that you can dual wield are at the bottom of the post. Make your trigger finger happy and scratch that itch 😋
As it currently stands in 5e and one d&d, there is no way to engage in two weapon fighting with a pair of firearms. In both of the rule sets at least one of the weapons you wield must be a light weapon, and unless you have the duel weirder feat both have to be light.
The only ranged weapon in d&d that has the light property is the hand crossbow. All other ranged weapons lack the light property, which sucks. I’d like to see players engage in two weapon fighting with a flintlock (or a revolver) in each hand but because none of these weapons have the light property, it can’t be done. This restricts a pretty cool form of weapon wielding not only from being a viable gameplay option, but also from being an option at all.
I’ll give the status quo the benefit of the doubt here, as the inclusion of firearms in general throws combat out of balance. Mostly in terms of range advantage and damage output. With PHB ranged weapons you have several options ranging from a flat 1 damage to 1d10. With firearms from the DMG the damage output starts at 1d10 and climbs. Renaissance firearms range up to 1d12. Modern firearms start at 2d6 and range up to 2d10, while futuristic weapons put out between 3d6 and 6d8 damage per attack.
The higher damage output and increased range of action (over melee weapons) of these firearms definitely skews the balance of combat in favor of any character wielding even just one of them. Additionally most firearms are compatible with the extra attack feature of combat classes due to the reloading property. Stack that all together with an additional extra attack, courtesy of two weapon fighting, and it makes sense that the option isn’t really available.
Still, I’d like some kind of two weapon fighting option to be available with firearms. Perhaps some additional weapon options would do the trick? Firearms with a damage output more akin to that of the ranged weapons available in the PHB would be perfect. All the style and rule-of-cool-ness of John Wick without the balance-trashing damage. In the spirit of this, here are a few off the cuff ideas for some homebrew light firearms.
Palm Pistol (renaissance firearm) 1d6 piercing, ammunition (range 30/90), reload (1 shot), light
Light Revolver (modern firearm) 1d8 piercing, ammunition (range 40/120), reload (4 shots), light
Light Laser Pistol (futuristic firearm) 1d10 radiant, ammunition (range 40/120), reload (50 shots), light
Sword skills.
Very cool examples of how Samuel fights with his asari twin blades.
Who needs guns when you are lightning fast and have two deadly swords?
Welcome to D6damage. Today I'm looking at two weapon fighting combat and analyzing its strengths and weaknesses. I'll be going over the penalties taken for two weapon fighting, the feats you should consider and weapon choice.

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