Barbarian
Base Class: Barbarian

You have a knack for hitting people with things you find just lying around. It doesn't matter if it's the leg you rip right off the table, or the leg you rip right off the corpse; if you can swing it, it's gonna hurt.

Eye for Combat

At 3rd level when you adopt this path, you gain proficiency in perception checks.

Master of Improvisation

At the start of each of your turns you can make a perception check, used to Search for Weapons. On a success, you can use your movement to get within 5 feet of the item and use your free interaction to pick it up (you can also drop an old item using this free interaction). Opportunity attacks targeting you during this movement are made at disadvantage. You then get a boost to your AC based on the size of the item you picked up. If the item is single-handed, you get +1 to AC, and if it is double-handed, you get +2 to AC. This bonus AC lasts until the start of your next turn.

You can add your proficiency bonus to any attack roll you make to attack with an improvised weapon. Your damage dice for any item your DM deems an improvised weapon are 1d6 (single-handed) and 1d8 (two-handed). If you pick up a weapon that uses a greater damage die, use that for your rolls. These bonuses go up to 2d6 and 2d8 at 15th level. 

Panic Grab

As soon as you roll initiative, you can make a perception check to Search for Weapons. If the check is successful, you can use your reaction to move up to your move speed towards the object and pick it up if you are within 5 feet of it. Opportunity attacks targeting you during this movement are made at disadvantage. You gain the AC bonus as though you had used your Master of Improvisation feature. You cannot use this feature if you are surprised.

Improvised Styles

You can choose one of three fighting styles to improve your improvised weapon combat: Dueling, Great Weapon Fighting, and Two Weapon Fighting. You can choose another style at 10th level, and the final style at 14th level.

In addition to their normal effects, each fighting style has bonus effects when used with improvised weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. If you hit your first attack on your turn, your second attack gets a +5 bonus to hit. At 10th level, if you hit the second attack, your third gets +5 as well.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. You gain a +3 AC bonus whenever you use your Master of Improvisation feature to pick up an improvised weapon your DM deems is two-handed.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can make two attacks as part of your two-weapon fighting bonus action, instead of just one.

Quick Strikes

You can make three attacks when taking the attack action. In addition, your improvised weapon strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Smashing Strike

Once per turn, when you hit with an improvised weapon, you can choose to destroy the weapon against the target. You roll damage for this attack as though it were a critical strike, and cannot use the improvised weapon anymore. You can use this feature twice per long rest. At 18th level, if you enter rage and have no uses of Smashing Strike left, you regain both uses of it. You can do this once per long rest. Smashing Strike cannot be used on a bonus action for Two-Weapon Fighting attacks.

Previous Versions

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5/29/2023 3:58:30 AM
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