Improvised Weapon Breaker (5e Subclass)
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Improved Weapon Breaker[edit]
Draw or Die D&D Inktober - Swing / Swing Improvised Weapon, HitokiriChibi, [1] |
Rogue Subclass
Work with What You Got[edit]
At 3rd level, you are often forced to use random objects as weapons. You are proficient in improvised weapons. You can treat improvised weapons as finesse weapon property. Over the years of using random weapons, you pick up some tricks depending on the size of the weapon. Your improved weapons fall into one of the three subcategories:
- Hand held
Hand held are tiny objects that easily fit into palm of your palm. They tend to be easy to find or cost less than 1 SP. Hand held improvised weapon are easy to amass and fit a large amount into a bag or quiver. They have light property and throwing range of 25/75 ft. They still have the normal damage of d4 + strength or dexterity modifier of bludgeoning, piercing, or slashing (depends on the improved weapon) damage.
Examples: rocks, plates, arrows, food, small sticks, or balls.
- Wacking Stick
Wacking sticks are objects that require a firm grip with one hand. They tend be long and somewhat staff shaped. They often wield like traditional 1 handed weapons. Wacking sticks take more space and often kept in a backpack or bundle. They deal d6 + strength or dexterity damage.
Examples: 2 by 4 wooden plank, large stick, metal pipe, or any ranged weapons being used as a melee weapon.
- Big Stick
Big sticks are massive objects that need to be held with two hands. They tend to be heavy, big, and requiring two hand to wield (Two-handed property). Big sticks are so heavy and clunky that most people only carry one at a time. They deal d8 + strength or dexterity modifier of bludgeoning, piercing, or slashing (depends on the improved weapon).
Examples: chairs, small tables, hollow log, wooden box, or corpse (or future corpse) of a small creatures.
Breaking Point[edit]
At 3rd level, by using extra strength or a flick of your wrist you can deal maximum damage. Whenever you hit with an improvised weapon, you may break that weapon to deals the maximum number each of the weapon’s damage dice instead of rolling the damage dice. Any additional dice added to the attack’s damage roll, like sneak attack, are not affected by this ability.
- Example Sticks and stones may break YOUR bone
Robert, the Improvised weapon breaker rouge, enjoy his homemade improved weapons; stick, rock, and bone breaker.
He has a bag that contains 20 baseball sized rocks. Each of them are tied with a long piece of string. On the first turn, Robert uses his action to swings his (hand held improved weapon) rock by the string. On a successful hit, Robert yank harshly on string cause the string to break (Breaking Point) and the rock deal maximum damage of 4 + strength or dexterity modifier of bludgeoning damage + possible sneak attack.
Robert's quiver holds 10 steady sticks. On the second turn, Robert drops the useless string and take out the steady stick (wacking stick). He swings with the stick and managed to hit again. Fueled by anger, Robert smashes the stick (Breaking Point) to deal maximum damage of 6 + strength or dexterity modifier of bludgeoning damage + possible sneak attack.
Strapped to Robert's back is one dragon bone (Big stick) which he called Bone Crusher. On the third turn, Robert grabs his best weapon, the Bone Crusher (big stick), with 2 hands. Robert swings... and he hits! Its time to finish this! Bone Crusher shatters (Breaking Point) on the enemy to deal maximum of 8 + strength or dexterity modifier of bludgeoning damage + possible sneak attack.
At the end of the battle, Robert recover all of his stones. Robert use his extra rope to tie a piece of string to his rocks. Robert ask the party spellcaster to cast mending on the broken stick. The Bone Crusher is beyond repair.
Quick Access![edit]
At 9th level, you begin to get quicker at grabbing weapons from your bag. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Picker Upper[edit]
At 9th level, you speed up your ability to picking up items to a whole new level. Picking up 1 handed weapons and small items no longer cost item interaction or use item action.
Bring the Heat[edit]
At 13th level, you pick up a desperate maneuver to deal more damage. Its called fire. As a bonus action, you can use a match, tinder box, fire damaging cantrip, or alternative methods to light up your flammable improved weapon. As long as your weapon is on fire, you deal an extra 1d4 fire damage and you may make all of your Sneak Attack damage to be fire damage instead of your normal weapon damage.
When you use Breaking Point, you deal the maximum fire damage (which is usually 4).
After 1 minute of setting your weapon on fire, your weapon burned into ashes. Unless the weapon itself cannot be damaged by fire, the moment you set your weapon on fire, your weapon cannot be reused in a future battle.
Whenever you are holding your weapon and destroy it, the embers fall on your hand, and you take 1 fire damage. This damage cannot break your concentration.
Fire is Coming[edit]
At 13th level, you learn how to properly wrap your weapons to be ready to be set on fire. As an action, you can use a rope or vine to tie flammable objects to one of your improvised weapon. This weapon is now flammable and can be used for your feature Bring the Heat
Shrapnel Explosion[edit]
At 17th level, your weapon explodes into tiny pieces hurting everyone near it. When you use Breaking Point, you may cause the weapon explode. If you do, the target that was hit by your weapon takes the normal amount of damage caused by Breaking Point of that weapon. Then, the targeted creature and each creature (except you) within 5 feet must succeed on a Dexterity saving throw or take the maximum number each of the weapon’s damage dice could deal plus your dexterity or strength modifier of piercing damage. Only enchanted weapon modifiers can increase this damage. This weapon is destroyed and beyond repair with mundane means or Mending cantrip.
If your improvised weapon is on fire, this explosion becomes fire damage and it deals an extra 1d4 fire damage.
- GM tips
Allow players to be creative with their weapons.
Hand held improved weapon are like ammo. They are dirt cheap and extremely easy/quick to replace. Allow players to be able hold a lot of hand held improved weapons at once.
Wacking sticks are cheap but should take some time to replace/repair. A player should only a handful of wacking sticks (3-10) in their inventory. Wacking sticks are more expensive (roughly around 1 GP) and take a bit longer to replace.
Big sticks are on the pricier side and not easy to replace. A player should have one or two of them at once due to their large size and great weight. Big sticks often cost around 5 GP and usually require a specific location to get one, like a recent battle field to get a courpse or indoors for a furniture.
Allow player to pick up objects from the environment as a makeshift or temporary weapon.
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