Fighter
Base Class: Fighter

Those who follow the path of the Thrownblade are the quick and elusive rogues clad with unassuming knives. Only to flash them with such skill as to fell the most powerful of foes. Such fighters weave the true form of sideshow illusions into reality with their guile and skill. Riding the edge of the knife as they plunge into combat at a nail-biting range to the enemy, only to strike and duck back to safety.

Edge to Point

When you take this archetype at 3rd level, you have refined your skill with knife throwing to make such a fighting style more effective in combat. The damage of all thrown weapons increase to 1d6 when you wield them.

Staggered Volley

Additionally when you take this archetype at 3rd level, you learn a rhythm of steel that hails a powerful volley. When you make a ranged attack with a thrown weapon, you can use a bonus action to make an additional thrown attack, adding your ability modifier to the attack's damage roll. With this, you can draw weapons with the thrown property as a free flourish.

Debilitating Accuracy

At 7th level, you have mastered enough control over your swift blades to strike specific areas of importance and detriment. When you hit with your Staggered Volley you may force a creature to make a Constitution saving throw or suffer 2d6 bleeding damage at the start of the creature's next turn, or half as much on a successful one. This damage increases to 3d6 at 18th level.

Save DC= 8 + your proficiency bonus + your Strength or Dexterity Modifier (whichever is higher)

You can use this feature a number of times equal to your Intelligence Modifier (minimum of once). You regain all uses back on a short or long rest.

Advanced Muscle Memory

At 10th level, all thrown weapons gain the Reach property. Allowing you to make opportunity attacks at a range of 10 feet.

Additionally, your thrown attacks now deal 1d8 damage.

Bladed Shuffle

At 15th level, when you make a thrown weapon attack you can use your bonus action to dash. This movement does not provoke attacks of opportunity.

Hail of Spines

You have found bladed projectiles to be less than sufficient against hordes of foes. By 18th level, you have built a remedy in the form of a mundane, ratty hand grenade. The grenade can be thrown to a point to cause a 15-foot radius explosion. Each creature in the area must make a Dexterity saving throw, taking 5d4 fire and 5d4 piercing damage on a failed save or half as much on a successful one. 

DC= 8+ your proficiency bonus + your Intelligence Modifier

You have a number of these equal to half your Intelligence Modifier (minimum of 1 rounded down). You can create more on a long rest, regaining all uses.

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