REd20 Improvised Weapons

Improvised Weapons: Damage: Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself. Big Club (Baseball Bat, etc.) 1D8 Bottle 1D6 Burning Torch 1D6 Chain 1D4 Chair 1D6+1 Chair Leg 1D6 Cricket Bat 1D8 Crowbar 1D6+1 Fireplace Poker 1D8 Frying Pan 1D6+1 Hammer/Wrench 1D6 Hatchet 1D6+1 Heavy Epee 1D6+2 Heavy Iron Pipe 1D8 Hedge Clippers 1D6+1 Ice Pick 1D4 Live Wire (110 volts.) 1D8+ Stuns Mace (Spray) Stuns 5D6 rounds Machete 1D8 Meat Cleaver 1D6+1 Molotov Cocktail 2D6 Pickaxe 1D8+2 Pitchfork 1D8+1 Plank 1D8 Nightstick 1D6+1 Quarterstaff 1D8 Rapier 1D6+1 Scissors 1D6 Shovel 1D8 Sickle 1D6+1 Scythe 2D6+1 Slingshot 1D6+1 Small Club 1D6 Spear/Pike 1D10+2 Taser (contact) 1D3 + Stun Thrown Rock 1D4 Wood Axe 1D8+2