Improvized weapon breaker (5e Subclass)

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Improved weapon breaker

Rogue Subclass

Work with what you got

At 3rd level, you are often forced to use random objects as weapons. You are proficient in improvised weapons. Treat improvised weapons as finesse quality. Over the years of using random weapons, you pick up some tricks depending on the size of the weapon.

Hand held improvised weapon

Hand held improvised 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 number into a bag or quiver. Hand held weapons are often thrown or smash than swing or pierce like traditional weapons. They have light property. They still have d4 + strength or dexterity damage and be thrown. Examples: rocks, plates, small sticks, and small 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 bag or bundle that hold about 10. They deal d6 + strength or dexterity damage. Examples: 2 by 4 wooden plank, large stick, metal pipe, and impractical 1 handed weapon.

Big stick

Big sticks are large objects that need to be used with two hands. They tend to be big and somewhat great club shaped. They are often wield like tradition 2 handed weapons. Big sticks are so big that most people only carry one at a time. They deal d8 + strength or dexterity damage. Examples: chairs, small tables, log, box, and corpse of a small creature.

Breaking point

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 destroys this weapon to deals the maximum number each of the weapon’s damage dice could deal to the target. Any additional dice added to the attack’s damage roll are not affected by this ability.

Example Sticks and stones may break my bone

Robert, the improved weapon breaker rouge, enjoy his homemade improved weapons; stick, rock, and bone breaker.

He has a bag that contains 20 baseball sized rocks that is tied with a long piece of string. On his turn, Robert uses his action to swings his (hand held improved weapon) rock. On a hit, Robert yank on string cause the string to break and the rock deal maximum damage of 4 + strength or dexterity + 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 to deal maximum damage of 6 + strength or dexterity + possible sneak attack.

Strapped to Robert's back is one dinosaur bone (Big stick) which he called bone crusher. On the third turn, Robert thinks it is time to call the big guns. He grabs the bone crusher with 2 hands. He swings... and Robert manage to hit! Its time to finish this! Bone crush splinters on the enemy to deal maximum of 8 + strength or dexterity + 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 rope to his rocks. Robert ask the party spellcaster to cast mending on the broken stick. The bone crusher is beyond repair.

GM tips

Allow players to be creative with their weapons. Hand held improved weapon are like ammo. They are cheap and easy to replace and players can hold many of hand held improved weapons at once. Wacking sticks are similar to abilities that restore after short rest. A player should only a handful of wacking sticks (3-10) and harder to replace. Big sticks are similar to abilities that restores after long rest. A player should only have one or a few waking sticks. They take a longer time to replace.

Allow player to pick up objects from the environment as a makeshift or temporary weapon.

Quick access!

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.

Too close

At 9th level, you become better at weaving through battle. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Shrapnel explosion

At 13th 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 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. The weapon is destroyed and beyond repair.

Tricky weapons

At 17th level, your oddly shaped weapons make it easier to land a sneak attack. You can apply sneak attack to any improve weapon attacks.


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