#Improvised Weapon Build
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I believe the only way to gain actual proficiency is the Tavern Brawler.
All the bonuses that would apply to normal weapons apply here, so Hunter's Mark, Hex, all the Smites (Booming Blade and Green Flame Blade are debatable, but I'd allow it as long as the object is expensive enough)
Then there's this part
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
This means that if you found an improvised weapon that could be used like a Glaive/Greataxe/Greatsword/Halberd/Maul/Pike you could apply Great Weapon Master's power attack to it. Definitely DM dependent here though
Notably (to my knowledge) there's no way to make this damage magical so if you wanna build around that you're gonna have to work with your gm to figure that out
Ahh ok thanks. I'm thinking about doing basically Captain Armaric/Shield hero and figured Improv Weap is the best why do get it to do damage
The official way is to use Shield Master to shove the enemies with your shield
but this would probably just be a 1d4 improvised weapon and you're gonna be sad
If you wanted to be Cap you could go for unarmed fighting and shield master and then politely ask your dm to give you Insignia of Claws / Eldritch Claw Tattoo eventually
Well I'm a Paladin so divine smit plus Hexblade warlock
My big thing is I want to be tanking and can use these things to make up for lack of damage
Tanking is, well, weak in this game. There's not really a lot of ways to actually force the enemy to attack you.
Well, playing a hexblade pally your charisma is probably +4 or +5 and if you get the aura that's enough "other things" as long as you stay relatively nearby your allies