##### Typical Improvised Weapon
| Size | Damage | Examples |
|:-------------:|:------:|:----------------------------------|
| Tiny | 1d4 | Coin, Mug, Fork, Small Rock |
| Small | 1d6 | Bottle, Rolling Pin, Torch |
| Medium | 1d8 | Branch, Chair, Rock |
| Large | 2d6 | Bar Stool, Door, Wagon Wheel |
| Huge | * | Wagon, Log, Statue, Large Bell |
| Gargantuan | * | Boulder, Broken Wall, Tree |
#### Huge & Gargantuan Objects*
Using huge or gargantuan improvised weapons deals massive damage (as determined by your Dungeon Master), but requires the correct circumstances to utilize. For example: a cracked pillar ready to topple, a boulder pushed down a steep hill, etc.
#### Frequency of Use
Improvised weapons vary in frequency of use based on durability. Fragile objects (e.g., bottles, clay pots) are one-time use, breaking after a successful attack. Sturdy items (e.g., chairs, wooden planks) can endure 3 to 5 attacks before breaking, while durable items (e.g., metal pipes, strong beams) function like standard weapons, only breaking on a critical failure (natural 1).
#### Improvised Weapon Examples:
Here are some examples to assist you!
- **Chair (Medium, Wooden):** 1d8 bludgeoning damage. Can be used 3 times before it breaks.
- **Broken Bottle (Small, Glass):** 1d6 piercing damage. Breaks after 1 use.
- **Metal Pipe (Medium, Metal):** 1d8 bludgeoning damage. Very durable. Breaks only on a natural 1.
### Improvised Fighter (3rd)
You have proficiency with improvised weapons. Additionally, when you wield an improvised weapon, you use the Weapon Mastery listed for it in the section below. If an improvised weapon does not have an assigned Mastery, you can choose one Mastery property for it from the list of martial weapon Masteries (Cleave, Graze, Nick, Push, Sap, Slow, Topple, Vex) or the improvised Mastery list (Burst, Feint, Flick, Ricochet, Tangle, Utilize) with the DM’s approval.
### Improvised Weapon Expanded PHB'2024
These charts show the damage and properties of common items used as improvised weapons. If an item isn’t listed, use the closest equivalent.
#### Improvised Weapons
| Item | Damage | Properties | Mastery |
|:------------------|:------------------|:------------------------------|:---------------------:|
| Arrow/Bolts | 1d4 Piercing | Light, Finese, Thrown (20/60) | Nick |
| Ball Bearings (1000) | 1d4 Bludgeoning | Thrown (20/60) | Utilize |
| Barrel | 2d6 Bludgeoning | Heavy, Two-Handed | Burst |
| Bedroll/blanket | 1d4 Bludgeoning | - | Topple |
| Book | 1d4 Bludgeoning | Light | Ricochet |
| Bottle/Jug | 1d4 Bludgeoning | Light, Finese, Thrown (20/60) | Burst |
| Bucket | 1d4 Bludgeoning | Light | Sap |
| Caltrops | 1d4 Slashing | Thrown (20/60) | Utilize |
| Chain (10 ft.) | 1d8 Bludgeoning | Reach, Two-Handed | Tangle |
| Chest | 2d6 Bludgeoning | Heavy, Two-Handed | Push |
| Coin | 1d4 Bludgeoning | Light, Thrown (20/60) | Flick |
| Crowbar | 1d6 Bludgeoning | Light, Versatile (d8) | Feint |
| Grappling Hook | 1d6 Piercing | Thrown (20/60) | Tangle |
| Hunting Trap | 1d4 Bludgeoning | Thrown (20/60) | Utilize |
| Ladder | 1d8 Bludgeoning | Reach, Two-Handed | Slow |
| Lamp/Lantern | 1d4 Bludgeoning | Light, Thrown (20/60) | Burst |
| Manacles | 1d4 Bludgeoning | Light | Nick |
| Mirror | 1d4 Bludgeoning | - | Burst |
| Net | 1d4 Bludgeoning | Thrown (20/60) | Tangle |
| Paper | 1d4 Slashing | Light | Vex |
| Pole | 1d6 Bludgeoning | Reach, Two-Handed | Push |
| Pot, Iron | 1d6 Bludgeoning | Light, Versatile (d8) | Sap |
| Ram, Portable | 2d6 Bludgeoning | Heavy, Two-Handed | Push |
| Rope | 1d1 Bludgeoning | Thrown (15/30) | Tangle |
| Shovel | 1d8 Bludgeoning | Versatile (d10) | Sap |
| Spike, Iron | 1d4 Piercing | Light, Finese | Nick |
| Tinderbox | 1d2 Fire | Light | Flick |
| Torch (lit) | 1d4 Fire | Light | Sap |
| Waterskin | 1d1 Bludgeoning | Thrown (20/60) | Burst |
___
#### Chemicals
| Item | Damage | Properties | Mastery |
|:--------------------|:---------------------|:------------------------------|:-----------------------:|
| Acid Flask | 1d4 Bludgeoning | Light, Thrown (20/60) | Burst (2d8 Acid) |
| Alchemist’s Fire | 1d4 Bludgeoning | Light, Thrown (20/60) | Burst (2d4 Fire + Burn) |
| Antitoxin | 1d4 Bludgeoning | Light, Thrown (20/60) | Burst |
| Healing Potion | 1d4 Bludgeoning | Light, Thrown (20/60) | Burst (2d6 + 2 Healing) |
| Holy Water | 1d4 Bludgeoning | Light, Thrown (20/60) | Burst (2d10 Radiant) |
| Oil Flask | 1d4 Bludgeoning | Light, Thrown (20/60) | Burst (Oil) |
| Poison, Basic | 1d4 Bludgeoning | Light, Thrown (20/60) | Burst (1d6 Poison) |
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### New Weapon Mastery Properties
These charts show the damage and special effects of specific improvised weapons. Start with the Typical Improvised Weapons chart for base damage, then use the others for special cases.
#### Burst
When you hit a creature with this weapon, you may break it. If it contains a substance, that substance is spilled onto the target and into its space. If it does not contain a substance, the breaking weapon deals 1d6 piercing damage to the target and each creature within 5 feet.
#### Feint
If you attack a creature with this weapon and miss, you have advantage on your next attack roll against that creature before the end of your next turn.
#### Flick
Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with this Ranged weapons.