Base Class: Monk
A warrior should always remember one thing and it is that almost anything can be used as a weapon. And the Monks of the Impromptu have trained to rely less on a single weapon but instead opt to turn any object they hold into a formidable arc of destruction. Specializing in complete versatility, these monks eventually learn to use all weapons proficiently and even turn their enemies weapons against them. The Way of the Impromptu is knowing how to adapt quickly and improvise intelligently. And this makes students of this way are jacks of all trades and masters of all armaments.
Improvised Expert
3rd-level Way of the Impromptu Feature
Put an item in your hand and chances are you know how to turn it into a deadly weapon. You are proficient with improvised weapons and they are considered Monk weapons to you. Whenever you are wielding an improvised weapon, it has the Versatile property and has a damage die of 1d6 (1d8) while also having the following weapon properties from the One-Handed list or the Two-Handed list:
- One-Handed: Light, Thrown (Range 20/60)
- Two-Handed: Reach, Thrown (Range 10/30)
Prepared Versatility
3rd-level Way of the Impromptu feature
You can apply one of the following effects whenever you hit a creature with an attack using an improvised weapon, depending on whether it can be wielded in one hand or two. You cannot subject a target you hit to more than one of following effects:
One-Handed
- Sap. The creature has disadvantage on its next attack roll.
- Stagger. The creature cannot make opportunity attacks against you.
Two-Handed
- Expose. The next attack roll made against the target you hit has advantage.
- Push. The target is pushed 15 feet from you.
Extemporized Arms
6th-level Way of the Impromptu feature
While holding an improvised weapon you can use ki manipulate the quality of it. Your improvised weapons now have a base damage die of 1d8 (1d10). Your improvised weapon can be considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can add half your Wisdom modifier (round up) to your attack and damage rolls with your improvised weapon.
Makeshift Fighting
11th-level Way of the Impromptu feature
You take advantage of how unconventional your form of fighting is to unsuspecting opponents. Your improvised weapons now have a damage die of 1d10 (1d12). When you take the Attack action and attack with an improvised weapon or unarmed strike, you can make one additional attack with an improvised weapon as part of the Attack action. You can now subject a target you hit with an improvised weapon to two effects.
Quick Study
17th-level Way of the Impromptu feature
You can quickly utilize anything you can get your hands on. When you take the Attack action, you can replace one of your attacks to force a creature to make a Dexterity saving throw. On a failure, one object of your choice that the creature is holding can be equipped by you.
If the object is a weapon, you become proficient with it until the end of combat and it counts as a Monk weapon regardless of what kind of weapon it is and the properties it has. If the object is a magical item, you can instantly attune to it.
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