Base Class: Fighter
The archetypal Flying Fang fighters excel most at medium-ranged combat. Whether they were trained among the Yuan-ti pure or half-bloods, as a knife jugglers in a circus troop, or come to the practice by other means, Flying Fang fighters are some of the fastest and most deadly martial forces in the Forgotten Realms. All fighters do exceptionally with any and all martial weapons, however none have mastered the speed and accuracy of throwing blades quite like the Flying Fang fighters. Some are compelled to seek fortune with their artistry, others to end the rule of tyrants and monsters alike; there is no one path for the Flying Fang fighter to walk down.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in the<skill>Sleight of Hand<skill/>skill.
Two-Fanged Strikes
When you make a ranged attack with a dagger, you instead throw 2 daggers, doubling the damage dice you would normally roll.
Fan of Knives
At 10th level, your dexterity and sleight of hand allow you to throw out a series of ranged dagger throws. As an action, you can throw out daggers in a cone in front of you. Each creature in a 60-foot cone must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). A creature takes 6d4 piercing damage on a failed save, or half as much damage on a successful one.
Once you have used this feature, you can't do so again until you finish a long rest.
Death by a Thousand Cuts
At 18th level, you know how to give it your all. As an action, you can choose one target within a 60-foot range and unleash maelstrom of attacks. The target must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). The creature takes 16d4 piercing damage on a failed save and are stunned until the start of your next turn. On a successful save the target takes half as much damage and does not become stunned.
Once you have used this feature, you gain 1 level of exhaustion, and can't use this feature again until you finish a long rest.
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