#### 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|