Mike’s Tavern Definitive Longsword Guide for D&D 5e and Pathfinder 2e
This article is part of the Mike’s Tavern Definitive Longsword Guide for D&D 5e and Pathfinder 2e. You can continue the series here:
Part Two: Space, Control, and Skill Expressed Through Action
Part Three: Fighting With Allies, Flanking, and Coordinated Pressure
Part Four: Multiple Enemies, Chaos, and Staying Alive When the Fight Goes Bad
Part Five: Fatigue, Fear, and Fighting Well When You Are No Longer Sharp
Part Six: Mastery, Restraint, and Knowing When the Sword Has Already Done Its Job
Part One: Choosing the Blade and Learning to Think With It
Here at Mike’s Tavern, the finest watering hole in any world worth rollin’ dice in, where the ale is strong, the advice is stronger, and a proper longsword gets more respect than a shiny new spellbook. If yer here lookin’ for clear answers on how to actually use a longsword in D&D 5e and Pathfinder 2e, then pull up a chair and listen close. Mike, the tavernkeeper, dwarf adventurer extraordinaire, and survivor of more bad tactics than we care to count, and if there’s one thing I’ve learned from Mike’s silliness, it’s this: most longsword problems aren’t solved with bigger numbers, but with better thinking. Lucky for you, that’s exactly what this guide is pourin’ out, one sensible lesson at a time.
Why Choose a Longsword at All?
Most folk choose a longsword because it is sitting right there on the equipment list. It looks proper. It feels safe. Heroes in paintings carry one, so players grab it without thinking much further.
That is not why you choose a longsword.
A longsword is not the default weapon. It is the weapon for players who want flexibility without trickery. It does not force you into one job, one stance, or one way of solving a fight. It asks you to think instead.
In both Dungeons and Dragons 5e and Pathfinder Second Edition, the longsword exists in a narrow and useful space. It is not the biggest hitter. It is not the longest reach. It is not the lightest or the most specialized. What it offers instead is adaptability that works inside the rules, not around them.
In 5e, being able to fight one handed or two handed without changing weapons lets you shift roles as the fight evolves. Shield up when survival matters. Two hands when pressure matters. You do not need special permissions or extra rules. The system already supports it.
In Pathfinder 2e, the longsword fits cleanly into the action economy and weapon trait philosophy. It rewards good positioning, good timing, and cooperation with allies. It does not demand gimmicks or feat stacking just to feel competent.
Choosing a longsword means you are committing to awareness. Awareness of space. Awareness of allies. Awareness of when to press and when to hold.
If you want a weapon that forgives poor decisions, there are easier options. If you want a weapon that rewards judgment, the longsword earns its place at the table.
If you are new to the tavern and want to understand why these guides focus on thinking rather than tricks, start with About Mike’s Tavern. It lays out the philosophy behind everything written here.
What a Longsword Represents in the Rules
Here is where many players get tangled up.
Neither 5e nor Pathfinder 2e models sword fighting as a collection of named techniques. There are no grip bonuses, stance charts, or special buttons for advanced handling. That is not a flaw. That is a design choice.
The rules assume that if your character is proficient, they know how to use the weapon. What the game actually measures is whether the situation favors you.
Position. Timing. Pressure. Support from allies. Those are the real factors behind the roll.
When you make an attack, the system is not asking how stylish your swing was. It is asking whether your choices led to a favorable moment. When you shove, grapple, or reposition, the system already treats that as legitimate and powerful play.
A longsword does not unlock new actions. It makes better use of the ones everyone already has.
This mindset shows up clearly in discussions about table dynamics and spotlight balance. Many groups struggle because players chase personal damage instead of shared outcomes. Why Your Party Keeps Falling Apart and How to Stop Being the Reason touches on this exact issue from the player side.
If you want a deeper look at how smart play extracts more value from the same weapon without changing builds or bending rules, How to Get More Damage From the Same Weapon Without Changing Your Build pairs perfectly with longsword thinking.
The longsword is not about flashy technique. It is about reliable control inside a clean rule set.
Action Economy Is the Real Blade
If there is one lesson that separates veterans from corpses, it is this.
Fights are not won by swings. They are won by turns.
New players ask, “Can I hit?”
Experienced players ask, “Should I?”
In 5e, you get one action that truly matters, maybe a bonus action if your build allows it, and reactions that only work if you planned for them. A wasted action is not just a missed attack. It is a lost opportunity that can cascade into the next round.
In Pathfinder 2e, the lesson is sharper. You have three actions, and every one of them is a decision. Swinging three times because you can often teaches respect for penalties faster than any lecture.
A longsword fighter lives and dies by action discipline.
Sometimes the smartest choice is to move instead of strike. Sometimes it is to hold ground and force the enemy to act first. Sometimes it is to set up an ally rather than chase damage yourself.
This is where players learn to fight smarter instead of harder.
If you want a clear example of how ending fights early protects the whole party without stealing attention, How to End a Fight Early Without Stealing Anyone’s Spotlight reinforces this lesson well.
Good action economy also keeps tables healthier. Overextending and spotlight hogging burn people out faster than hard encounters ever will. When Too Much of a Good Thing Kills the Game is worth a read if fights keep turning into endurance tests.
Action economy rewards foresight. It punishes impatience. It quietly favors players who think two turns ahead instead of one roll ahead.
That is why longsword users feel different when played well. They are not chasing numbers. They are shaping the fight.
And that is the heart of Part One.
Let’s see you again in Part Two.
If questions come up while you are reading or sharing this with your table, the FAQ covers common concerns, and if you want to reach out directly, the Contact page is always open.
When you are ready, we move on to Part Two, where space, positioning, and battlefield control start doing the real work.
