Kinematics
Hero
Yeah, it's a very strange feature grant so late in the game. In fact... If I get rid of the damage scaling dice from Shillelagh, and just give +PB damage as a subclass feature from level 3, and only expect a 1d6 typical improvised damage die, then the overall curve is right on par with the other builds.Thank you for the chart.
But I have to rant about abilities like that where you start adding proficiency bonus at levels where it is already +5.
Such abilities should best be available before level 5. So that they can actually scale.
Why not just add a flat +5 to damage at that level. Or +con to damage or whatever. Gaining proficiency bonus at that level is just weird.
Chart:

Using the unarmed damage die (1d6, or 1d8 for two-handed) with +PB damage (as above) seems like it would work pretty well. 1d6 is on par with things like a rapier/booming blade EK, while 1d8 is on par with the PAM build. Wouldn't even need to bump the damage die at level 18, and use that feature slot for something more creative.That's a problem the brawler class needs to fix. I've suggested that improvised weapons in the hands of a brawler use the brawler's unarmed damage - but get a one use bonus the first time you use a specific object type you didn't bring into the scene.
So assuming we start with the predefined damage die, improvised weapons gets the flexible weapon properties and masteries on top of that. That's a decent bit of flexibility. Meanwhile, the unarmed strikes aren't second-class options. They do the same damage, but have options for grappling. I'd like a little bit more, there, but don't have any ideas for what, exactly, right now.
And this change would remove the level 18 feature, and half of the level 15 feature, which means those would have to be filled in with something else.