Base Class: Fighter
Improvisers thrive in chaotic battlefields, turning anything into a weapon and making the environment itself their arsenal. They’re scrappy, clever, and downright dangerous with whatever’s at hand.
1 Tankard/Mug 1d6 bludgeoning Light, thrown (20/60) Classic tavern swing.
2 Bottle (intact) 1d6 slashing Light, finesse, thrown (20/60) Can break for bleeding with feat.
3 Chair/Stool 1d8 bludgeoning Two-handed Chairbreaker feat boosts it.
4 Serving Tray 1d6 bludgeoning Light, thrown (20/60) Can deflect (+1 AC vs one attack as reaction).
5 Candlestick 1d6 bludgeoning Versatile (1d8) Doubles as torch.
6 Frying Pan/Skillet 1d6 bludgeoning Versatile (1d8) Big clang, big comedy.
7 Rolling Pin 1d6 bludgeoning Finesse Kitchen duelist’s weapon.
8 Broom/Mop 1d8 bludgeoning Reach (10 ft.), two-handed Improvised spear/staff.
9 Table (half-broken) 1d10 bludgeoning Heavy, two-handed Can also act as mobile cover.
10 Poker/Tongs (from fireplace) 1d6 piercing +1 fire Finesse, light Red-hot jab.
Outdoor (Street/Forest/Marketplace) – d10
1 Rock/Brick 1d6 bludgeoning Thrown (20/60) Always handy.
2 Rope (weighted knot) 1d6 bludgeoning Reach (10 ft.), finesse Improvised whip.
3 Branch/Walking Stick 1d8 bludgeoning Versatile (1d10) Crude staff/club.
4 Pitchfork/Rake 1d8 piercing Reach (10 ft.), two-handed Rural spear substitute.
5 Wagon Wheel 1d10 bludgeoning Two-handed, thrown (10/30) Big, heavy, cinematic.
6 Shovel/Spade 1d8 bludgeoning/slashing Versatile (1d10) Dig or kill.
7 Barrel (small cask) 1d10 bludgeoning Heavy, thrown (10/30) Splashes ale/water.
8 Sack of Flour/Grain 1d6 bludgeoning Thrown (15/30) Creates 5 ft. blinding cloud.
9 Loose Signpost 1d8 bludgeoning Two-handed Street-level greatclub.
10 Lantern (metal) 1d8 bludgeoning Thrown (20/60) Can spill burning oil.
Dungeon (Ruins/Caves/Crypts) – d10
1 Femur/Bone 1d6 bludgeoning Finesse, light Creepy but effective.
2 Rusted Chain 1d6 bludgeoning Reach (10 ft.), light Can restrain at GM’s discretion.
3 Loose Brick/Stone 1d6 bludgeoning Thrown (20/60) Common in ruins.
4 Broken Shield 1d8 bludgeoning One-handed Bash, then toss.
5 Torch 1d6 bludgeoning +1 fire Light, thrown (20/60) Burns dim light.
6 Skull 1d6 bludgeoning Thrown (20/60) Intimidation bonus for style points.
7 Loose Rubble (handful) 1d4 bludgeoning Thrown (10/20), scatter Acts like pocket sand to blind briefly.
8 Rusted Sword Hilt 1d6 bludgeoning Finesse, light A sword turned blackjack.
9 Chains with Hook 1d8 piercing Reach (10 ft.), two-handed Improvised flail.
10 Hanging Chandelier 2d10 bludgeoning Area (10 ft. radius) Requires Environmental Mayhem.
When you score a critical hit with an improvised weapon made of glass, ceramic, or brittle material (bottles, mugs, vases, etc.), the object shatters.
The attack deals an extra 1d6 slashing or piercing damage to the target.
If the target is within 5 feet, they must also make a Dex save (DC = 8 + prof + Str/Dex) or take 1d4 damage from flying shards.
Chairbreaker
When you wield an improvised weapon that is two-handed or larger (chairs, tables, doors, benches, etc.), it counts as a versatile weapon (1d8/1d10).
Once per turn, if you hit a creature with a chair-like or large improvised weapon, you may attempt to shove or knock the target prone as part of the same attack.
Tavern Veteran
You gain advantage on Initiative rolls made in urban/tavern settings.
You may use Improvised Weapons as if they had the Finesse property.
Whenever you start a fight while holding food, drink, or common tools, you can use them immediately as improvised weapons without needing to draw.
Improvised Marksman
You can throw any one-handed improvised weapon with range 20/60 ft.
If you are wielding an improvised weapon with the Thrown property already, its range doubles.
You can also treat rocks, bottles, mugs, cutlery, and tools as having the light thrown property, even if they normally wouldn’t.
Jury-Rigged Arsenal
You gain proficiency with Tinker’s Tools.
During a short or long rest, you can modify up to 3 improvised weapons to count as magical weapons until your next rest.
One per turn, you may add +1d4 damage with a rigged improvised weapon.
Level 3: Improvised Combatant
You gain proficiency with improvised weapons. Improvised weapons you wield count as martial weapons with which you are proficient.
Damage Scaling: When you use an improvised weapon, it deals damage as if it were one size larger.
Thrown Objects: Any object you throw counts as a ranged weapon (range 20/60).
Level 3: Improviser’s Feat
When you choose this subclass, you immediately gain one of the Improviser Feats of your choice:
Level 7: Battlefield Opportunist
You may draw, pick up, or stow an object as part of the Attack action. If a creature within 5 feet of you drops an object, you can use your reaction to grab it.
When you hit a creature with an improvised weapon, you may impose one of the following (PB per long rest):
Knock Off-Balance: Target makes a Strength save or is shoved 5 ft. or knocked prone.
Disarm: Target makes a Strength save or drops one held item.
Level 10: Improviser’s Feat
At 10th level, choose one feat from the Improviser's Feat list.
Level 10: Creative Flourish
When you take the Attack action, you may make one additional attack with an improvised weapon you haven’t used yet this turn.
When rolling damage for an improvised weapon, add your proficiency bonus.
Level 15: Veteran Improviser
You gain resistance to damage from improvised weapons or environmental hazards (falling rubble, broken glass, etc.).
Once per turn, when you miss with an improvised weapon, you may reroll the attack.
Level 18: Master of Chaos
Chain of Improvisation: When you reduce a creature to 0 HP with an improvised weapon, you may immediately make another attack.
Environmental Mayhem: As an action, you may manipulate the battlefield (toppling debris, scattering hazards). Each creature of your choice within 15 feet makes a Dexterity save (DC = 8 + prof + Str/Dex). On a fail, they take 2d10 bludgeoning damage and fall prone; on success, half damage and no prone. You may use this feature once per short or long rest.
Level 18: Improviser’s Feat
At 18th level, you gain another Improviser feat of your choice.
Previous Versions
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