#### What Is an Improvised Weapon?
An **improvised weapon** is anything you use to attack that **isn’t meant to be a weapon**.
Examples:
- Chair
- Bottle
- Rock
- Torch
- Frying pan
- Broken sword
- Tankard
- Door hinge
If it’s not on a weapon list, it’s improvised.
#### The Core Rule (Read This First)
> **If you can reasonably swing it, throw it, or smash with it, you can try to use it as a weapon.**
The DM decides what roll and damage make sense.
#### How Improvised Weapons Work
When you attack with an improvised weapon:
- Make a normal **attack roll**
- You are **not proficient** (unless stated otherwise)
- Damage is usually **1d4** of an appropriate type
Common damage types:
- Bludgeoning (chairs, rocks)
- Slashing (broken glass)
- Piercing (stakes, spikes)
#### When an Object Counts as a Real Weapon
If an improvised object:
- Closely resembles a real weapon
- Is used repeatedly
The DM may rule it uses an existing weapon’s stats.
Examples:
- Crowbar → club
- Table leg → mace
- Pitchfork → spear
#### Throwing Improvised Objects
Thrown improvised weapons:
- Have a short range (usually 20 ft)
- Use Strength or Dexterity (DM decides)
- Deal 1d4 damage on a hit
Examples:
- Throwing a bottle
- Tossing a rock
- Hurling cutlery
#### Improvised Actions (Not Just Attacks)
Objects can be used for **effects**, not damage.
Examples:
- Tip over a table for cover
- Throw sand to blind
- Jam a door
- Smash a lantern to spread fire
- Drop a chandelier
These usually require:
- An ability check
- Or a saving throw from the target
#### 🔥 Environmental Damage & Effects
Some objects cause **secondary effects**:
- Fire spreads
- Oil makes surfaces slippery
- Acid corrodes gear
- Heavy objects knock creatures prone
Damage may be less important than **positioning or control**.
#### 🧩 Balance Rule (Very Important)
> **Improvised weapons should never outshine proper weapons — but they should always be useful.**
They trade:
- Reliability
- Damage
- Durability
For:
- Surprise
- Creativity
- Environment control
#### Durability of Improvised Weapons
Most improvised weapons:
- Break on a critical failure
- Break after repeated use
- Are destroyed if used against armour or stone
Note: This prevents abuse without killing creativity.
#### DM Rule of Thumb
> **Reward clever ideas with usefulness, not raw damage.**
#### Summary
> **Anything can be a weapon if you’re desperate or clever — but it won’t last long.**
#### Quick Reference
|Situation|Ruling|
|---|---|
|Swinging random object|1d4 damage|
|Similar to real weapon|Use weapon stats|
|Throwing object|Short range|
|Creative use|Check or save|
|Repeated use|Object breaks|