You are trained to turn the battlefield itself into a weapon.
You gain proficiency with improvised weapons.
Improvised weapons you wield deal the following damage:
• One-handed improvised weapon: 1d6
• Two-handed improvised weapon: 1d8
Once per turn, you can grab or pick up an object as part of making an attack with it.
When you hit a creature with an improvised weapon, you can force the target to make a Strength or Dexterity saving throw.
The save DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier.
On a failed save, choose one of the following effects:
• Push. The target is pushed 5 feet.
• Blind. The target is blinded until the end of its next turn.
• Disarm. The target drops one held item of your choice.
You can use this control effect a number of times equal to your proficiency bonus per long rest.
Improvised thrown weapons have a normal range of 20 feet and a long range of 60 feet.
A number of times per long rest equal to your proficiency bonus, you may ignore disadvantage from long range when throwing an improvised weapon.
Improvised weapons you wield count as magical for overcoming resistance and immunity to nonmagical attacks.
You have advantage on checks and saving throws made to resist being disarmed.
Previous Versions
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6/8/2026 1:51:50 PM
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