Thomas, you need to re-roll almost everything. You rolled d4s for your attacks, and d20 for damage. As for dual-wielding, there is info in the rules, which I do not have with me here at work, but should be available on-line somewhere.
The d4s were for damage and the d20s for attacks, and taking a look at my post. Okay then, I see a lot to be confused about. Perhaps there was a glitch?
Rerolling attacks and damage.
Edited: Thomaslee on 28th Aug, 2017 - 7:44pm
To PaulNelson's point, don't forget your ability modifiers too.
Regarding duel wielding off the top of my head, there are a few factors. (Please confirm exact wording in the book or the Dungeon Master, but this is the general idea.)
- Any character can duel wield if the hand is free (I.e. Not carrying a shield, etc.). This may conflict with spellcasting, however. To cast spells requiring hand movements while holding two weapons or weapon and shield and not worry about the rules regarding stowing a weapon, etc. You'd need the Warcaster Feat.
- Duel wielding requires BOTH weapons be Light weapons. You can get around this with another Feat (Two-Weapon Fighting I believe).
- You do not add your ability modifier to the damage roll for off hand strikes. You can get around this and add that damage with a fighting style such as Fighters and Paladins receive.
- Your off hand strike is a Bonus Action. Since no character ever gets more than one Bonus Action per round (Ever, not even with Action Surge), you'd have to make choices about what to do with your bonus action. Characters often have to choose whether to strike with the off hand or heal, or in the case of a Rogue choose the off hand attack or their Cunning Action as their one Bonus Action. (Personally, I find situation choices to be lots of fun so you're not doing the same thing every round and are versatile!)
- Due to the Bonus Action status above, you will never strike more than once in a round with your off hand. A fighter with 3+ attacks per Attack action still only attacks with the off hand once. (I can think of a few random Bonus Actions that might have multiple strikes such as maybe a Monk or the Quiver spell that allows two arrows or something as a Bonus Action, but I doubt either would be very relevant to duel wielding melee weapons.)
- I believe you have to take the Attack action in a turn to use the off hand attack as a Bonus Action, thus you can't cast a spell and then swing the off hand. (I'm pretty confident about everything in this post but this one the least. Would need to verify. Edit: Oh yeah, there are definitely classes that get around this via class abilities such as Eldritch Knight at level 7 and perhaps Valor Bard, etc.)
*In conclusion, carrying around a second dagger for the off hand probably could never hurt for Zarra. First, daggers are Light so you're good there. If you need to use your Cunning Action to dash or something having that other dagger in your hand doesn't prevent that. The damage is less than the main hand but it's better than no attack at all if you're not using your Bonus Action for something else. Spellcasting would be the only tricky thing but since you can draw or stow one weapon per round you could always be casting away and then get into melee and draw that second weapon, or do the opposite I believe. Basically if you do it right it will be useful despite some limitations, and shouldn't limit your other abilities in any way.*
Hope those bullets are helpful!
PS Perhaps it's a second or third chance to land Sneak Attack if you miss with your primary Attack strikes, too?
Edited: Cinder on 28th Aug, 2017 - 7:37pm
In response to Abn's indirect query in the main thread:
Sheathing or drawing a weapon counts as a character's one free object interaction per round. Yes, by default you can only draw one at a time. (Dual Wielder feat gets rid of that restriction.)
So no, drawing the sunblade would not eat Fay's bonus action. I would let Fay draw his second weapon as a bonus action, but there doesn't seem to be any benefit to doing so over just waiting for round 2.
Edited: daishain on 29th Aug, 2017 - 3:40am
I've been… distracted, post coming up shortly
Thomas. You forgot to add your full bonuses to your attacks. Also, True Strike takes a standard action to cast. You can cast it, or you can attack, not both at once.
Generally speaking, True Strike is useful when about to make a single attack that must hit, but it doesn't hurt to delay a turn. An assassin aiming at his target from cover for instance. Using it in a prolonged engagement is generally not the best idea.
That stated, even without True Strike, you do still get Sneak attack bonus damage, since you have allies next to your target.
Edited: daishain on 30th Aug, 2017 - 12:28pm
I didn't realize that she'd be able to Sneak Attack without True Strike, though my intention was for the her to cast True Strike the first round and then attack the second round.
What bonuses was I missing to attack?
Edited: Thomaslee on 30th Aug, 2017 - 2:37pm
Your proficiency bonus is +3, and Dexterity is +3. This would make both your primary and secondary attack rolls a 1d20+6.
You don't have the 2 weapon fighting style, so you don't get to add Dexterity to damage on the secondary attack, but the primary one should be 1d4+3.