Base Class: Fighter
The Arcane Thrower combines the martial mastery of thrown weapons with a careful study of item-based magic. Arcane throwers use magical techniques similar to those practised by wizards and artificers to infuse their weapons with power and thus, gain unique fighting styles.
They focus primarily on two of the eight schools of magic: conjuration and transmutation. Conjuration like magic grants the Arcane Thrower additional movement in battle, and transmutation like magic helps bolster their weapons with arcane energy.
Throwers Bond
At the 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon with the thrown property and that doesn't have the special property. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. This ritual can only be completed with one weapon at a time, and can also be done during the conscious hours in a long rest.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to instantly teleport to you.
You can have up to two bonded weapons and can summon one or both with the same bonus action. When you reach the 6th level, the number of weapons you can share a bond with increases to 4, at the 12th level it's 6, and at the 16th level, it's 8. Whenever you summon back more than 2 at a time, up to 2 appear in your hands while the rest appear on your person/sheathed.
If you ever attempt to bond with a weapon when already at your limit, you must break the bond with one of the previous weapons.
Additionally, when making a ranged attack with your bonded weapon while within 5 feet of a hostile, you don't suffer disadvantage on the attack roll.
Throwers Magic
Beginning at the 7th level, your bonded weapons now count as magical (if they don't already) for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, your effective range for bonded weapons increases by 20. For example, a dagger would go from (range 20/60) to (range 40/80).
When you make a ranged attack with your bonded weapon, you can choose to teleport to it (no action required). You can do so a number of times equal to twice your proficiency bonus. You regain all expended uses when you finish a long rest. If you hit a creature, you appear in an unoccupied space within 5ft of it. If you miss, you appear in an unoccupied space 10ft directly behind it.
Returning Weapon
At the 10th level, when you use your bonus action to summon back your bonded weapons, you can instead choose to physically recall them to you if they're within 120ft. They fly from their locations directly back to you.
Weapon attacks that missed a creature are 10ft directly behind them. All creatures in between the weapons of your choice and you need to make a Dexterity save (DC = 8 + proficiency bonus + dex or str modifier) to avoid taking the weapons normal damage as they come flying past.
Arcane Weapon
At the 15th level, your throwing ability is without equal, and you want other, lesser, ranged combatants to know. You now don't suffer long-range disadvantage with your bonded weapons.
Whenever a ranged attack is made that you're aware of and in range of, you may use your reaction to intercept the projectile. Throwing your bonded weapon, you reduce its attack roll by however much damage you rolled. You can choose to use this ability after the die roll, but before the outcome is determined. It then teleports back to you.
Additionally, your bonded weapons become seeking so targets no longer benefit from half cover or three-quarters cover.
Eldritch Weapon
Starting at the 18th level, you can bolster bonded weapons with increased damage and effects, applied only to the initial ranged hit. You choose from the following before making each ranged attack.
- Elemental Strike: you do 1d6 of Fire or Cold damage. This damage can be applied again when using the Returning Weapon feature.
- Debilitating Strike: you do 1d6 of Lightning or Psychic damage and cause the target to move 10ft perpendicularly in a direction of your choice.
- Powerful Strike: you do 1d6 of Thunder or Force damage and push the target 10ft back.
- Corrosive Strike: you do 1d6 of Poison or Acid damage and reduce the target's movement speed by 10ft.
- Godly Strike: you do 1d8 of Radiant or Necrotic damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/23/2021 11:12:40 PM
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67
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4
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1.0
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Coming Soon
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Posted Sep 23, 2021Got inspired by a cool axe fight in season 4 of Castlevania, so made this. Think it's fairly balanced but haven't playtested it, nevertheless, enjoy this neat fighter subclass.
;p
1.1 update. Made is more balanced by removing some features and changed the wording of Arcane Weapon.