DM Magic
Adventurer
I put together these rules to govern improvised attacks. Something that can be used, on the fly, without needing to put too much thought into it. Let me know what you all think!
Evaluate the Environment
When deciding on an improvised attack, evaluate the environment: are there structures than can be collapsed, objects that can be thrown, pushed, or rolled, or can the attacker take advantage of their unusual size or position?
For example, a stone giant has decided to push over a massive pillar onto the pc’s.
Decide on a Damage Amount and Type
On the Damage Severity and Level table (DMG, pg 121), find the PC’s level and decide whether the improvised attack should be a setback, dangerous, or deadly. Next, apply a damage type: bludgeoning, fire, necrotic, slashing, etc.
In our example, the PC’s are 5th level and the improvised attack will be dangerous, dealing 4d10 bludgeoning damage.
Determine Attack Bonus or Save
If the improvised attack can be diminished or absorbed by the target’s armor class, use the appropriate attack bonus on the Save DCs and Attack Bonuses table (DMG, pg 121).
If the attack can be avoided or must be resisted, use the appropriate save DC on the Save DCs and Attack Bonuses table (DMG, pg 121) and pick an ability. Successful saves often give half damage and ignore additional effects.
In our example, the pillar can be avoided on a successful DC 13 Dexterity saving throw.
Pick Targets
Determine whether or not the improvised attack can affect multiple opponents. If it can, reduce the damage dice type by 1.
In our example, the pillar is long enough that it can affect three targets in a line. Instead of 4d10 damage, on a failed save it will deal 4d8 damage to each target.
Impose a Condition or Movement
If it makes sense to add a condition or forced movement to the improvised attack, apply one and reduce the damage dice type by one.
In our example, the pillar’s impact could restrain targets. Instead of 4d8 damage, on a failed save it will deal 4d6 damage and restrain targets, requiring a successful Strength check to escape.
Evaluate the Environment
When deciding on an improvised attack, evaluate the environment: are there structures than can be collapsed, objects that can be thrown, pushed, or rolled, or can the attacker take advantage of their unusual size or position?
For example, a stone giant has decided to push over a massive pillar onto the pc’s.
Decide on a Damage Amount and Type
On the Damage Severity and Level table (DMG, pg 121), find the PC’s level and decide whether the improvised attack should be a setback, dangerous, or deadly. Next, apply a damage type: bludgeoning, fire, necrotic, slashing, etc.
In our example, the PC’s are 5th level and the improvised attack will be dangerous, dealing 4d10 bludgeoning damage.
Determine Attack Bonus or Save
If the improvised attack can be diminished or absorbed by the target’s armor class, use the appropriate attack bonus on the Save DCs and Attack Bonuses table (DMG, pg 121).
If the attack can be avoided or must be resisted, use the appropriate save DC on the Save DCs and Attack Bonuses table (DMG, pg 121) and pick an ability. Successful saves often give half damage and ignore additional effects.
In our example, the pillar can be avoided on a successful DC 13 Dexterity saving throw.
Pick Targets
Determine whether or not the improvised attack can affect multiple opponents. If it can, reduce the damage dice type by 1.
In our example, the pillar is long enough that it can affect three targets in a line. Instead of 4d10 damage, on a failed save it will deal 4d8 damage to each target.
Impose a Condition or Movement
If it makes sense to add a condition or forced movement to the improvised attack, apply one and reduce the damage dice type by one.
In our example, the pillar’s impact could restrain targets. Instead of 4d8 damage, on a failed save it will deal 4d6 damage and restrain targets, requiring a successful Strength check to escape.
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