Fighter
Base Class: Fighter

The archetypal Improvisor is a master of all types of improv. Weaponry, fighting, combat and conversation are all facets of life the Improvisor understands well. They are especially effective when they do not possess the "right tools". Even if you aren't holding a classical weapon all things, in their own respect, can be utilized as an extension of one’s self. Thus your surroundings can be utilized quite well in a pinch.

Makeshift Arms

Beginning when you choose this archetype at 3rd level, you can pick up an improvised weapon as part of the attack you make with the weapon, as long as you have a free hand. You gain proficiency with improvised weapons and can now roll a d6 in place of the normal 1d4 damage of an improvised weapon. This die changes as you gain fighter levels (increasing to 1d8 at 7th level, 1d10 at 12th level, and 1d12 at 18th level). The damage type and other properties of these weapons are assigned appropriately by the DM. Your improvised thrown weapon has a normal range of 25 feet and a long range of 100 feet.

In addition, once on your turn when you hit a creature with an improvised weapon, you can choose to shatter the weapon, allowing you to roll one additional damage die when determining damage. Once shattered, the item is too broken to be used as an improvised weapon again.

Bonus Proficiencies

At 3rd level, you gain proficiency with the Deception and Performance skills.

Extemporary Defense

Starting at 7th level, when you are hit by an attack and not wielding a shield, you can use your reaction to utilize an improvised item as a shield. Such examples include any object you can wield in one or two hands, such as a table leg, a frying pan, a wagon wheel, or a dead goblin. This improvised item provides a +3 bonus to AC, including against the triggering attack, but falls apart after 1d4 rounds. You can use this feature an amount of the times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Adaptive Grapple

At 10th level, when attempting to grapple a creature while wielding an improvised item such as rope or a sheet, your unorthodox fighting technique gives you some leverage.

As the grappler you gain the following benefits:

  • The target of your grapple can now be no more than two sizes larger than you.
  • You can choose whether the target makes a contested Strength (Athletics) or Dexterity (Acrobatics) check, instead of the target.
  • When you move, drag or carry the grappled creature with you, it no longer halves your speed, unless the creature is one or more sizes larger than you.

As the grappled creature you gain the following benefits:

  • While grappled, your speed is halved, rather than becoming 0.
  • As an action you can attempt to reverse the grappled condition.
  • When you are moved, dragged or carried by the grappler, any check you make to escape the grapple can be made with advantage.

Impromptu Repossession

Starting at 15th level, you can use your bonus action to wrestle away an opponents weapon. Target a creature that is within 5 feet of you and is wielding a weapon. Using at least one free hand, you try to seize the target's weapon by making a Strength (Athletics) or Dexterity (Sleight of Hand) check contested by the target's Strength (Athletics) or Dexterity (Sleight of Hand) check (the target chooses the ability to use). If the target is grappled by you, you are granted advantage on this check.

Ad-Hoc Armory

At 18th level, any item you hold in your hand is dangerous. You gain proficiency with any item you hold, if you do not already have it, and your proficiency bonus is doubled for any attack roll you make with improvised weapons. You ignore all class, race, and level requirements on the use or attunement of magic items. Additionally, when you roll initiative and have no uses of Extemporary Defense remaining, you regain 1 use.

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