Two-weapon fighting for a rogue in Dungeons & Dragons 5th Edition is a combat strategy that allows them to make an additional attack as a bonus action each turn, significantly increasing their chances of landing their potent Sneak Attack damage. This approach is highly beneficial for rogues, offering them the ability to attack twice per turn, which in turn provides a higher probability of successfully applying their Sneak Attack.
How Two-Weapon Fighting Works
At its core, two-weapon fighting is a combat option available to any character, including rogues, under specific conditions:
- Bonus Action Attack: When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand.
- No Ability Modifier to Damage: You do not add your ability modifier (like Dexterity for a rogue) to the damage of this bonus action attack, unless a special feature or feat (like the Two-Weapon Fighting style, which rogues don't get natively) allows it.
- Weapon Requirement: Both weapons must have the "light" property. Common light melee weapons suitable for rogues include:
Weapon Type | Damage Die | Damage Type | Properties |
---|---|---|---|
Dagger | 1d4 | Piercing | Finesse, Light, Thrown |
Shortsword | 1d6 | Piercing | Finesse, Light |
Scimitar | 1d6 | Slashing | Finesse, Light |
Why Two-Weapon Fighting Is Ideal for Rogues
While any character can two-weapon fight, rogues derive particular advantages from it due to their core class features:
- Increased Sneak Attack Success: This is the primary reason two-weapon fighting is so effective for rogues. Rogues can only apply Sneak Attack damage once per turn. If their first attack misses, having a second attack available as a bonus action provides another opportunity to hit and apply that crucial Sneak Attack damage. This dramatically increases the reliability of dealing significant damage each round.
- No Extra Attack: Unlike martial classes like Fighters or Paladins, rogues do not gain the "Extra Attack" feature at higher levels, meaning they are typically limited to one attack per turn from their Action. Two-weapon fighting effectively grants them a second attack option, maintaining their damage output competitiveness.
- Action Economy Efficiency: Rogues have powerful bonus action options like Cunning Action (allowing them to Dash, Disengage, or Hide). However, in rounds where a rogue needs to maximize damage or simply ensure Sneak Attack lands, using their bonus action for a second attack is often the most impactful choice. It provides flexibility to adapt to the combat situation.
Example Scenario:
Imagine a rogue fighting an enemy.
- Turn 1: The rogue uses their Action to attack with their main hand shortsword. They miss.
- Two-Weapon Fighting Benefit: Because they missed, they can now use their Bonus Action to attack with their off-hand shortsword. If this attack hits and the conditions for Sneak Attack (advantage or an ally within 5 feet of the target) are met, they can still apply their full Sneak Attack damage. Without two-weapon fighting, they would have dealt no damage that turn.
Enhancing Two-Weapon Fighting for Rogues
While rogues don't inherently gain a damage bonus to their off-hand attack, certain feats can further enhance this playstyle:
- Dual Wielder Feat: This feat significantly improves two-weapon fighting for rogues and others.
- It grants a +1 bonus to your Armor Class while you are wielding a separate melee weapon in each hand.
- It allows you to use two-weapon fighting even if one or both of your melee weapons aren't light, as long as they are one-handed. This means a rogue could wield two rapiers (finesse, but not light) for 1d8 damage instead of 1d6 from shortswords.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Strategic Considerations for Rogues
- Cunning Action vs. Off-Hand Attack: A key decision for two-weapon fighting rogues is whether to use their bonus action for an off-hand attack or for a Cunning Action option (Dash, Disengage, Hide). This depends entirely on the situation:
- Off-Hand Attack: Prioritize when you need to ensure Sneak Attack lands or when maximizing damage is critical, and you are already in a safe position.
- Cunning Action: Prioritize when you need to escape danger (Disengage), close distance (Dash), or gain advantage/break line of sight for a better attack next turn (Hide).
- Weapon Choice: While light weapons are the default, rogues aiming for higher base damage might pursue the Dual Wielder feat to use two rapiers (1d8 damage) instead of two shortswords (1d6 damage), though the AC bonus is also a significant draw. Daggers are versatile due to their thrown property, allowing for ranged Sneak Attacks in a pinch.
Two-weapon fighting is a core and highly effective strategy for rogues, providing reliability in delivering their signature Sneak Attack damage and making them more consistent damage dealers in combat.