Improv Artist (5e Class)
From D&D Wiki
- 1.1 Improv as an art form
- 1.2 Creating a improv artist
- 1.3 Class Features
- 1.4 Magical Weapons
- 1.5 True Improvisation
- 1.6 Multiclassing
Improv as an art form
It's a class one takes when think about getting into acting.
Creating a improv artist
- Quick Build
You can make a improv artist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Roamer background. Third, choose simple weapon, leather armor, Disguise kit and Entertainer's pack
As a Impov Artist you gain the following class features.
- Hit Points
Armor: light armor
Weapons: improvised weapons, simple weapons
Tools: Disguise kit, one musical instrument
Saving Throws: Charisma, Dexterity
Skills: choose two from Performance, Persuasion, Intimidation, Sleight of hand, Deception, Investigation, Acrobatics
You start with the following equipment, in addition to the equipment granted by your background:
- (a) club or (b) any type of improvised weapon or (c) spooky mask
- (a) any musical instrument or (b) disguise kit or (c) powdered wig
- (a) entertainer's pack or (b) diplomat's pack or (c) box of endless really small fish
- (a) studded leather armour or (b) leather armour or (c) pumpkin armour
- If you are using starting wealth, you have starting wealth 3d4x10 in funds.
|1st||+2||Anything I Can Get, Nothing Is Never Nothing|
|3rd||+2||All I Need Is You|
|4th||+2||Ability Score Improvement|
|5th||+3||Weapon Style Feature, Extra Attack|
|8th||+3||Ability Score Improvement, I'm Practically A Tailor|
|12th||+4||Ability Score Improvement, Weapon Combine|
|13th||+5||Weapon Style Feature|
|15th||+5||Weapon Combine Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement, Weapon Style Feature|
|20th||+6||Work As I Go|
Anything I can get
At 1st level Grab anything in 10ft of you for a weapon.
- damage is based on size of the object
Nothing Is Never Nothing
At 1st level Any small object you can see can be added once to your weapon.
|Rocks||Change the weapon to heavy type and upgrade the damage to one dice higher|
|Twigs||Add +5ft of range|
|Paper||Make the weapon lighter|
|String||Makes your weapon stay on your hand giving you advantage on attack rolls as long as the string goes undamaged, roll dc 10 to keep the string attached|
At 2nd level, you chose a weapon style. Choose between magical weapons or true improvisation, both are detailed at the end of the class description. Your choice grants you features at 2th level and again at 5th, 13th and 19th level.
All I Need Is You
At 3rd level Any five creatures of choice including yourself will get advantage on any one skill check or saving throw.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Take a 5th or below feature from any class, takes 5 hours to replicate. Take a short rest to change the feature to another.
I'm Practically A Tailor
At 8th level you can now add one feature to your armor.
|Extra Padding||Add +1 to ac|
|Dark Paint||Get advantage on stealth checks|
|Aerodynamic Gloves||Get advantage on attack rolls with medium and small weapons|
|Shocking Armor Shine||Anything that attacks you takes 1d6 Lightning damage|
At 10th level Roll to surprise someone/thing, dc 10.
|11 or higher||it either becomes cheerful or jumpy|
|Just 10||it gets confused|
|9 or lower||it either becomes angry or disappointed|
At 12th level when you have two weapons or items you can combine them into one both of the weapons damage gets added up. At 15th level you can combine three weapons at once.
At 17th level you craft anything really fast an example would like 10 hours to 10 seconds.
Work As I Go
At 20th level You can attack as you are moving with out wasting a action.
You can power up your weapons with magic.
- Magical Improvisation
Any object you grab counts as a magic weapon
- Magical Weapon Additions
Add magical damage to attacks, roll d6 for damage type from table
- Magical Super Weapon
Your weapon becomes magical roll d4 for the effect from the table
|Super Cool Effect Names||Effect|
|Super Duper Cool Lookin||Makes any who see it make wisdom saving throw dc 10 or be charmed|
|Bright||Always emitting light|
|Flaming||Weapon is on fire kinda like a constant green flame blade spell, 2d8 of fire damage|
|Whipping||your weapon becomes whip like and gains +15ft range|
- Magical Weapon Ultimate
Any magical damage you do gets multiplied by 2
Do anything on the fly
- I am telling the truth I promise
You gain proficiency in persuasion and deception, if you are already proficient double it
- Weapon Master
Gain proficiency in all weapons
- Best At Everything I Do
Gain proficiency in all tools and kits
- I Can Do Anything
You have two bonus actions and normal actions
Prerequisites. To qualify for multiclassing into the Improv Artist class, you must meet these prerequisites: 14 Charisma and Dexterity Proficiencies. When you multiclass into the Improv Artist class, you gain the following proficiencies: Improvised Weapons