Fighter
Base Class: Fighter
 

There is a saying: If you want to know somebody, pick a fight with them. Few understand the Improvisionist, usually due to the fact people rarely see them in action or just do not think they are fighters at all. The grizzled strategies of large battles and the big picture of war are far beyond what the Improvisionist has in their mind. What goes in in their head during combat is the "here and now" of the moment and the clear understanding that worrying about the future can only be done if a future exists for them. Thus they will use anything and everything at their disposal - including their surroundings - as a means to secure that future. Those who take up this style are adept at using whatever they get their hands on to ensure victory. The few that have tested an Improvisionist, usually petty thieves thinking they have found an easy target, get to know them for but a brief moment. Just before their demise was embarrassingly met by a random nearby bottle, rock, or even a frying pan. The world moves on.

 
 
 
 
 

Weaponized Improvisation

 

At 3rd level you gain proficiency in Improvised Weapons and all improvised weapons use a minimum of 1d6 for damage rolls unless a higher damage die is specified by the DM and use your Strength Modifier for attack and damage rolls. Small objects used as improvised weapons - including your shield - are considered light for the purposes of dual wielding. Dual wielding rules apply as normal.

Whirling Strikes: Each weapon now deals force damage equal to your Wisdom modifier (minimum 1). This damage can only be applied to each separate weapon or improvised weapon once until the start of your next turn.

 
 
 
 
 

Quick Wit

 

At 7th level your talent for quickly preparing for battle has honed and sharpened your wits. You gain half proficiency on Wisdom (Perception) and Investigation (Intelligence) checks if you are not proficient already.

As a bonus action, if you have at least one hand free you can quickly pick up a small object that is within 5 feet of you. If the object is a weapon or can be wielded as an improvised weapon, you can do so and make a single melee weapon attack as part of the same bonus action. You can use this feature a number times equal to your proficiency bonus and regain all uses on a short or long rest. Additionally, improvised weapons are now considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Improvised weapons are now considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage and have a range of 30/60 when thrown.

 

Spur of Momentum

 

 At 10th level you become adept at incorporating your own armor into your arsenal and using it to great effect.

Armored Unarmed Strikes: You consider your armor to be a weapon in and of itself. Your unarmed strikes are considered improvised melee weapons while wearing armor. Magic armor increases your attack and damage rolls for Armored Unarmed Strikes by it's corresponding magical armor increase (E.G. Plate +1 increase attack and damage rolls by +1). Your armor counts as a single improvised weapon.

If there are enough durable materials such as wood, leather, and metal around, you can use it to create makeshift armor and shields. Other materials that are considered durable and malleable can be used as well. These materials can be found in the environment or scavenged off of fallen enemies. Once a makeshift armor or shield is made, it can be strengthened with additional materials. These makeshift creations are not built to last; any materials used in their construction are no longer useable for anything else and the makeshift creations fall apart after 24 hours.
Makeshift Armor is considered Heavy, weighs 50lbs, imposes disadvantage on stealth, and starts with 15 AC. Adding additional materials to the armor increases it's AC by 1, up to a maximum of 18.
Makeshift Shields weigh 4lbs and start with 1 AC. Adding additional materials to the shield increases it's AC by 1, up to a maximum of 2.

Quick Wit: If your hands are full, you can now use Quick Wit to launch a small (or smaller) object within 5 feet of you as a thrown improvised weapon at a target that you can see within 30 feet of you. If you hit a creature with Quick Wit, it must make a wisdom saving throw against a DC equal to 8 + Proficiency + your Wisdom modifier. If the creature fails the saving throw, it has disadvantage on it's next attack.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Whirling Expert

 

At 15th level you become adept at using any and every weapon at your disposal in a flurry of attacks.

Whirling Strikes: Your Whirling Strikes now deal Force damage equal to 1d4 plus your Wisdom modifier (minimum 1). This damage can only be applied to each weapon or improvised weapon once until the start of your next turn.

Using action surge now resets Whirling Strikes, allowing each weapon to deal Whirling Strikes damage one more time on your turn.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Titan's Strength

 

You've practiced with so many weapons you have grown strong enough to wield large weapons in one hand in an improvised fighting style.

Start at level 18, you can wield a weapon with the two-handed and/or heavy properties in one hand while you are wielding a shield. Applicable weapons and improvised weapons used in this manner are considered light, allowing small races to wield them and they do not benefit from features, feats, or traits involving heavy weapons such as Great Weapon Master. Versatile weapons used this way use the larger die when making damage rolls.

Your Quick Wit bonus action can now pick up medium sized objects. Medium objects can now be wielded as improvised weapons with the Heavy and Two-Handed properties without penalties. Heavy Improvised weapons use a minimum of 2d6 plus your Strength modifier for their damage rolls unless the damage is otherwise higher as stated by the DM.

 
 
 
 
 
 

Previous Versions

Name Date Modified Views Adds Version Actions
7/15/2024 3:54:03 AM
21
3
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes