Improv Artist (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 17:28, 10 May 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Scales.png This page is of questionable balance. Reason: Unfortunately this class doesn't use the 5th edition ruleset very well, see talk page.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Insufficient description


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

[edit]

Improv as an art form[edit]

It's a class one takes when think about getting into acting.

Creating a improv artist[edit]


Quick Build

You can make a improv artist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Roamer background. Third, choose simple weapon, leather armor, Disguise kit and Entertainer's pack

Class Features

As a Impov Artist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Impov Artist level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Impov Artist level after 1st

Proficiencies

Armor: light armor
Weapons: improvised weapons, simple weapons
Tools: Disguise kit, one musical instrument
Saving Throws: Charisma, Dexterity
Skills: choose two from Performance, Persuasion, Intimidation, Sleight of hand, Deception, Investigation, Acrobatics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) club or (b) any type of improvised weapon or (c) spooky mask
  • (a) any musical instrument or (b) disguise kit or (c) powdered wig
  • (a) entertainer's pack or (b) diplomat's pack or (c) box of endless really small fish
  • (a) studded leather armour or (b) leather armour or (c) pumpkin armour
  • If you are using starting wealth, you have starting wealth 3d4x10 in funds.

Table: The Impov Artist

Level Proficiency
Bonus
Features
1st +2 Anything I Can Get, Nothing Is Never Nothing
2nd +2 Weapon Style
3rd +2 All I Need Is You
4th +2 Ability Score Improvement
5th +3 Weapon Style Feature, Extra Attack
6th +3 Ditto
7th +3
8th +3 Ability Score Improvement, I'm Practically A Tailor
9th +4
10th +4 Surprise
11th +4
12th +4 Ability Score Improvement, Weapon Combine
13th +5 Weapon Style Feature
14th +5
15th +5 Weapon Combine Improvement
16th +5 Ability Score Improvement
17th +6 Super Crafty
18th +6
19th +6 Ability Score Improvement, Weapon Style Feature
20th +6 Work As I Go

Anything I can get[edit]

At 1st level Grab anything in 10ft of you for a weapon.

damage is based on size of the object
Size Damage
Tiny D4
Small D6
Medium D8
Large D10
Huge D12

Nothing Is Never Nothing[edit]

At 1st level Any small object you can see can be added once to your weapon.

Item Effect
Rocks Change the weapon to heavy type and upgrade the damage to one dice higher
Twigs Add +5ft of range
Paper Make the weapon lighter
String Makes your weapon stay on your hand giving you advantage on attack rolls as long as the string goes undamaged, roll dc 10 to keep the string attached

Weapon Style[edit]

At 2nd level, you chose a weapon style. Choose between magical weapons or true improvisation, both are detailed at the end of the class description. Your choice grants you features at 2th level and again at 5th, 13th and 19th level.

All I Need Is You[edit]

At 3rd level Any five creatures of choice including yourself will get advantage on any one skill check or saving throw.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ditto[edit]

Take a 5th or below feature from any class, takes 5 hours to replicate. Take a short rest to change the feature to another.

I'm Practically A Tailor[edit]

At 8th level you can now add one feature to your armor.

Addon Effect
Extra Padding Add +1 to ac
Dark Paint Get advantage on stealth checks
Aerodynamic Gloves Get advantage on attack rolls with medium and small weapons
Shocking Armor Shine Anything that attacks you takes 1d6 Lightning damage

Surprise[edit]

At 10th level Roll to surprise someone/thing, dc 10.

Roll Effect
11 or higher it either becomes cheerful or jumpy
Just 10 it gets confused
9 or lower it either becomes angry or disappointed

Weapon Combine[edit]

At 12th level when you have two weapons or items you can combine them into one both of the weapons damage gets added up. At 15th level you can combine three weapons at once.

Super Crafty[edit]

At 17th level you craft anything really fast an example would like 10 hours to 10 seconds.

Work As I Go[edit]

At 20th level You can attack as you are moving with out wasting a action.

Magical Weapons[edit]

You can power up your weapons with magic.

Magical Improvisation

Any object you grab counts as a magic weapon

Magical Weapon Additions

Add magical damage to attacks, roll d6 for damage type from table

Damage types Damage
Lightning 1d6
Acid 2d4
Fire 1d6
Earth 1d8
Cold 1d6
Radiant 1d8
Magical Super Weapon

Your weapon becomes magical roll d4 for the effect from the table

Super Cool Effect Names Effect
Super Duper Cool Lookin Makes any who see it make wisdom saving throw dc 10 or be charmed
Bright Always emitting light
Flaming Weapon is on fire kinda like a constant green flame blade spell, 2d8 of fire damage
Whipping your weapon becomes whip like and gains +15ft range
Magical Weapon Ultimate

Any magical damage you do gets multiplied by 2

True Improvisation[edit]

Do anything on the fly

I am telling the truth I promise

You gain proficiency in persuasion and deception, if you are already proficient double it

Weapon Master

Gain proficiency in all weapons

Best At Everything I Do

Gain proficiency in all tools and kits

I Can Do Anything

You have two bonus actions and normal actions

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Improv Artist class, you must meet these prerequisites: 14 Charisma and Dexterity Proficiencies. When you multiclass into the Improv Artist class, you gain the following proficiencies: Improvised Weapons



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: