Base Class: Barbarian
Mighty throwers, trained to reach their potential whenever a weapon or any object suitable to be thrown, are those who train their body and their sight to be extremely accurate and devastating.
Path of the Trhowing Might Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Born to Throw |
| 3rd | Hardened Receiver |
| 6th | Throwing Rage |
| 10th | Mighty Range |
| 14th | Impaling |
Born to Throw
3rd-level Path of the Throwing Might
Your throwing might shines abobe everything else. You gain proficency with improvised weapons. In addition, you can draw a weapon as part of the throwing range attack you make with that weapon.
Hardened Receiver
3rd-level Path of the Throwing Might
Ragin makes your body go beyond mortal limits, but you never forget your training, so you become a better receiver, a hardened receiver. While raging, when you or a creature 5 ft. from you are hit by a ranged weapon attack, you can use your reaction to reduce the damage from the attack by your barbarian level + your strength modifier. If you reduce the attack damage to 0 and have a free hand, you can catch the weapon or piece of ammunition.
Throwing Rage
6th-level Path of The Throwing Migh Feature
You have become a fearsome warrior with whatever falls in your hands if it can be thrown with fury againts your foes. Whenever you make a range weapon attack with a weapon with the thrown property or with an improvised weapon, you can add you rage damage only if you make the attack roll using your Strenght modifier.
Mighty Range
10th-level Path of The Throwing Migh Feature
Your strenght and prowess with thrown weapons allow you to surpass the limits of your weapon on hand, pushing both your precision and its limits beyond what a less mighty thrower could do. Whenever you make a ranged attack with a thrown or improvised weapon, you ignore the long range disadvantage for the attack.
Impaling
14th-level Path of The Throwing Migh Featur
Fear must have those at the end of your spear when it leaves your hand, so they may remain still while impailed by it. The 1st time you hit a creature with a ranged weapon attack using a thrown or improvised weapon on your turn, the target's speed is halved until the end of its next turn. If you score a critical hit, the target's speed becomes 0 instead.
Comments