Loader image
Loader image
Back to Top

Blog

Nerdarchy > Dungeons & Dragons  > Bringing Back the Double Weapons: 3rd Edition’s Exotic Gear Meets 5th Edition’s Mechanics

Bringing Back the Double Weapons: 3rd Edition’s Exotic Gear Meets 5th Edition’s Mechanics

Out of Box Encounters: Oogie’s Lair of Dicey Doom
Strength Score: Highs and lows. What does it mean?

It’s been 10 years since 5th edition Dungeons & Dragons first came out. A whole decade of adventuring, and a whole decade of me sitting on this idea for far too long: the exotic weapons from 3rd edition. These weapons were ridiculous, over-the-top, and rare—so rare that finding a magical version in our games was always a long shot. But they were a ton of fun, especially the double weapons, with their unique fighting styles. However, 5th edition’s streamlined mechanics and design left them behind.

That is, until recently. During one of our live chats, Dave hit me with a challenge—what if we could combine the double weapons from 3rd edition with the new weapon mastery mechanics from the upcoming 2024 Player’s Handbook? Could we create a new way to bring these bad boys into 5e, offering versatility from level one while making them feel even more powerful for those willing to invest in a feat?

Challenge accepted.

What Makes Double Weapons Special?

Double weapons don’t just look cool. They provide a fighting style that most other weapons can’t match—using both ends of the weapon to strike in rapid succession. But instead of bringing them into 5th edition as overly complicated or overpowering tools, let’s streamline them to fit the action economy and flavor of modern D&D.

Double Weapons in 5e

Here’s how I’d bring double weapons into 5e:

  1. Base Mechanics:
    • Versatile & Double Properties: Double weapons can be wielded with two hands like normal versatile weapons, dealing 1d8 damage of the appropriate type. But, when you wield them as double weapons, you unlock a different combat style:
      • Primary Attack: When wielded as a double weapon, your main attack deals 1d6 damage.
      • Bonus Attack: You can use your Bonus Action to make an off-hand attack with the second end of the weapon, dealing 1d4 damage. (You don’t add your ability modifier to this off-hand damage unless you have a feature like Two-Weapon Fighting, and if you have a negative modifier, it applies as normal.)

This keeps double weapons balanced at early levels while giving you the flexibility to use them in different ways based on your situation. At this stage, double weapons are treated as martial weapons, meaning characters need proficiency in martial weapons to use them effectively. You can choose one of the options for Weapon Mastery Properties available.

Enter the Double Weapon Master Feat

Now, if this sounds a bit underwhelming at first—don’t worry, that’s where the Double Weapon Master feat comes in.

Double Weapon Master

Your mastery of double weapons allows you to fight more effectively with both ends of your weapon. When you take this feat, you gain the following benefits:

  • Versatile Power-Up: When wielding a double weapon with both hands (using the versatile property), the weapon’s damage die increases from a d8 to a d10.
  • Improved Double Fighting: When using the double weapon fighting style (with a primary and bonus action attack), the damage increases from 1d6/1d4 to 1d8/1d6 for both the primary and bonus attacks.
  • Defensive Advantage: When wielding a double weapon, you gain a +1 bonus to your AC due to the weapon’s balanced design.
  • Weapon Mastery Properties: You can now effectively use all weapon mastery properties available to the weapon.
  • You may add 1 to either your strength or dexterity score to a max of 20.

This feat transforms double weapons from a fun but niche tool into a weapon that scales with your character’s growth. Early on, it feels like a more flexible version of two-weapon fighting, but after taking the feat, you really start to feel like a master of your craft.

Why It Works for 5e

What I love about this setup is that it makes double weapons accessible right from the start of a campaign. Players can immediately experiment with them, and they’ll grow into their power as the game progresses. The new feat adds meaningful upgrades, increasing the weapon’s utility without breaking the game’s balance. And with the 2024 Player’s Handbook adding the weapon mastery system, it seems like the perfect time to reintroduce double weapons as a unique fighting style.

Double Weapons and Their 5th Edition Mechanics

Bringing double weapons into 5th edition means we’re also giving each of these weapons a fresh, streamlined identity. Below is a list of classic double weapons from 3rd edition and how they’d function in your game, I also included Weapon Mastery Properties from the new players handbook if you are using them:

1. Dire Flail

  • Damage: Bludgeoning
  • Description: This two-headed flail is a nightmare for any enemy trying to block or parry its swinging heads. It consists of a long haft with spiked balls at both ends. The dire flail’s chaotic, unpredictable attacks make it hard to defend against, allowing the wielder to smash through shields and armor with wild flurries.
  • Weapon Mastery Properties: Sap, Slow

2. Double Axe

  • Damage: Slashing
  • Description: With razor-sharp axe heads on either end, the double axe is a brutal weapon that can sweep through foes with devastating arcs. This weapon is perfect for fighters who like to keep their enemies off balance, attacking from unexpected angles.
  • Weapon Mastery Properties: Cleave, Topple

3. Double Sword

  • Damage: Slashing or Piercing (player’s choice per attack)
  • Description: The elegant, deadly double sword is a favorite of warriors who value both speed and precision. With thin, slightly curved blades, this weapon can slice or stab with lightning-fast strikes from both ends, dancing between attack and defense.
  • Weapon Mastery Properties: Sap, Vex

4. Two-Bladed Scimitar

  • Damage: Slashing
  • Description: The two-bladed sword is a terrifying combination of finesse and sheer lethality. With sharp edges on both sides, it allows the wielder to unleash a spinning whirlwind of deadly strikes, cutting through foes with ease.
  • Weapon Mastery Properties:Graze, Nick

5. Urgrosh (Dwarven Urgrosh)

  • Damage: Slashing (axe) or Piercing (spear)
  • Description: The dwarven urgrosh is a symbol of dwarven craftsmanship—one side is a sharp battle axe, and the other is a spear for thrusting. Dwarves wield it with honor, switching seamlessly between cutting down enemies and stabbing them from range.
  • Weapon Mastery Properties: Cleave, Push

6. Gnome Hooked Hammer

  • Damage: Bludgeoning (hammer) and Piercing (hook)
  • Description: A weapon as quirky and ingenious as the gnomes themselves, this hammer has a blunt side for smashing and a wicked hook for snagging and tripping enemies. Gnomes favor it for its versatility and unique fighting style.
  • Weapon Mastery Properties: Push, Topple

So, what do you think? Are you ready to bring these wild and wonderful weapons back to your table?

Final Thoughts on Double Weapons in 5th Edition

Bringing double weapons back into 5th edition D&D breathes new life into the game’s combat system, especially with the addition of weapon mastery in the upcoming 2024 Player’s Handbook. These weapons offer players a unique style of fighting that blends versatility and flair, whether you’re swinging a dire flail to overwhelm your foes or skillfully wielding a two-bladed sword. With the Double Weapon Master feat, characters can truly master these exotic arms, opening up new tactical options and increasing their effectiveness in battle. The flexibility of choosing between heavier strikes or a flurry of bonus action attacks makes double weapons a fun and rewarding choice for martial characters. So, the next time you roll up a fighter, barbarian, or ranger, why not give these iconic weapons a try and bring a little of that 3rd edition spice to your 5th edition adventures?

Thanks for reading. Until Next Time, Stay Nerdy!

Share
Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

No Comments

Leave a Reply