Way of the Improviser (5e Subclass)

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Way of The Improviser[edit]

Monk Subclass

Having honed your body and learning the basics of weaponry you’ve realized all things in their own respect can be utilized as an extension of one’s self. And so your surroundings can be quite well utilized in a pinch. Monks that follow the way of the improviser are trained to see regular objects they see in their everyday lives as weapons, tools and solutions for problems they may face in their lives ahead.

Tool Improviser

At 3rd level, you are able to improvise tools on the fly, to fit your every situation. You can spend 10 minutes to create a makeshift artisan's tool you are proficient with. The improvised tool lasts for 1 hour per level you have in this class, before falling apart.

In addition, you gain proficiency in two artisan's tools of your choice.

Everything is a Weapon

Starting when you choose this tradition at 3rd level, you gain proficiency with martial weapons, and you can add your proficiency bonus to attacks with improvised weapons, that are considered monk weapons for you.

In addition, When you take the Attack action, you can spend 1 ki point, so long as you have both hands free, to pick up an item within your reach and make an attack, potentially knocking your target out.

Make the attack with the object. On a hit, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), or is knocked prone and incapacitated. The target remains incapacitated for 1 minute or until it suffers damage.

Weak Spots

At 6th level, you can detect weak spots in structures, objects or creatures. You gain proficiency with the mason's tools and in the Medicine skill, if you are not proficient already.

You can use your bonus action to make a Wisdom (Mason's Tools) against an object or structure, or Wisdom (Medicine) against a creature, with a DC of 15. The target must be within 60 feet, and you must be able to see it. On a success, against an object or structure, your attacks cause double damage.

On a success against a creature, once in each of your turns, for 1 minute, you cause additional 1d6 damage with your attacks. On a failure, you can't use this ability against that creature for the next 24 hours.

Improvised Defense

By 11th level, as a reaction when you are hit by an attack, you can use an object you are wielding or that it is within your hand reach and use it to block the attack, causing it to target the object instead. Doing so causes you to take no damage, being the damage taken by the object instead. If your attacker is able to make more than one attack, you can spend 1 additional attack per attack made during that turn, to use improvised defense again, as part of the same reaction.

Master of Improvisation

At 17th level, you can use objects in new, unconventional ways, as shown below:

  • When you hit a creature with a flexible objects (such as ropes or chains), you can grapple the target (no action required). You can also spend 1 ki point to instead, restrain the target. The target can end the condition with a successful Strength check against your ki save DC.
  • You can forgo one attack to hurl a piece of fabric over the target's eyes, blinding it until the start of its next turn.
  • When you hit a creature with a long object (such as a chair, pole or stair), you can attempt to shove the target (no action required).
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