Fighter
Base Class: Fighter

Knife Slingers control the battle from a distance using their ranged techniques to thwart their opponent's attempts at victory. These warriors train endlessly to develop new strategies for success, and nobody is better with a knife.

Not all Knife Slingers are warriors however, and the art of knife throwing has many other uses. One such way to use these techniques could be as an entertainer, plying their trade in fayres and circuses across the land. Some could become hunters, or even assassins, stealthily taking down their marks.

Whichever path they choose, never underestimate a Knife Slinger. It's true that they might not have a legendary greatsword, or the mightiest magicks, but that will be of little comfort when the warrior you underestimated slit your throat from 100 feet away.

Knife Slinging

Knife Tricks

You learn an array of knife tricks.

Aimed Throw

 

When you make a throw weapon attack roll against a creature, you can expend one trick die to add it to the roll. You can use this trick before or after making the attack roll, but before any effects of the attack are applied.

 

Backstep

 

When a creature misses you with a melee attack, you can use your reaction and expend one trick die to jump back 10ft, and that creature cannot take an attack of opportunity against you for the rest of your turn.

 

Counter

 

When you are hit by a close range attack, you can expend one trick die to counter attack as a reaction, rolling the die and adding the number rolled to your damage if you hit.

 

Deflection

 

When another creature damages you with a melee attack, you can use your reaction and expend one trick die to reduce the damage by the number you roll on your trick die + your Dexterity modifier.

 

Disarming Throw

 

When you hit a creature with a thrown weapon attack, you can expend one trick die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the trick die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

 

Distraction

 

When you hit a creature with a melee weapon attack, you can expend one trick die to confer disadvantage to the target. It takes extra damage equal to the number you roll on your trick die and has disadvantage on it's next attack roll.

 

Flash

 

As a bonus action, you can throw a knife in such a way that it reflects the light in the area into the eyes of a target. Expend one trick die to force the target to make a constitution saving throw. If the target fails they are considered blinded for one turn.

 

Forceful Throw

 

When you hit a creature with a thrown weapon attack, you can expend one trick die to add the total rolled on the trick die to the damage roll, as well as force the target to make a strength saving throw. If the target fails, they are forced backwards 10ft.

 

Headshot

 

You can expend one trick die in order to crit an attack roll that you roll a 19 on. You can add the damage rolled on the trick die, but do not double it.

 

Hunter's Strike

 

When you make a weapon attack on your turn, you can expend one trick die to add twice the damage of the trick roll die to the damage, as long as the target is in  melee combat with another creature.

 

Intercept

 

When you are the target of a ranged weapon attack, use your reaction to throw a knife towards the projectile which is about to hit you. Roll damage towards the weapon and half it, and add this total to your AC for this attack.

This trick costs one trick die.

 

Intimidating Flourish

 

As a bonus action, you can expend one trick die to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

 

Juggle

 

On your turn, you can use a bonus action and expend one trick die to perform a fun trick for one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains advantage on their next attack roll.

 

Multi Throw

 

When you hit a creature with a thrown weapon attack, you can expend one trick die to attempt to throw an extra knife at a different threat. You can use a bonus action to make a separate attack against another target. If this attack hits, add the amount rolled on the trick die as extra damage.

 

Pin Down

 

When you hit a creature with a thrown weapon attack, you can expend one trick die to add the total to the damage roll and force the target to make a strength saving throw. If the target fails, they are pinned in place until they spend an action to unpin themselves.

 

Taunting Attack

 

When you hit a creature with a weapon attack, you can expend one trick die to attempt to goad the target into attacking you. You add the trick die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Knife Discipline

At 3rd level, you gain proficiency with the stealth skill

Stealth Proficiency 

 

You gain proficiency in the survival skill.

 

Tricks

These are your Tricks in alphabetical order

Aimed Throw

When you make a throw weapon attack roll against a creature, you can expend one trick die to add it to the roll. You can use this trick before or after making the attack roll, but before any effects of the attack are applied.

Backstep

When a creature misses you with a melee attack, you can use your reaction and expend one trick die to jump back 10ft, and that creature cannot take an attack of opportunity against you for the rest of your turn.

Counter

When you are hit by a close range attack, you can expend one trick die to counter attack as a reaction, rolling the die and adding the number rolled to your damage if you hit.

Deflection

When another creature damages you with a melee attack, you can use your reaction and expend one trick die to reduce the damage by the number you roll on your trick die + your Dexterity modifier.

Disarming Throw

When you hit a creature with a thrown weapon attack, you can expend one trick die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the trick die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet

Distraction

When you hit a creature with a melee weapon attack, you can expend one trick die to confer disadvantage to the target. It takes extra damage equal to the number you roll on your trick die and has disadvantage on it's next attack roll.

Flash

As a bonus action, you can throw a knife in such a way that it reflects the light in the area into the eyes of a target. Expend one trick die to force the target to make a constitution saving throw. If the target fails they are considered blinded for one turn.

Forceful Throw

When you hit a creature with a thrown weapon attack, you can expend one trick die to add the total rolled on the trick die to the damage roll, as well as force the target to make a strength saving throw. If the target fails, they are forced backwards 10ft.

Headshot

You can expend one trick die in order to crit an attack roll that you roll a 19 on. You can add the damage rolled on the trick die, but do not double it.

Hunter's Strike

When you make a weapon attack on your turn, you can expend one trick die to add twice the damage of the trick roll die to the damage, as long as the target is in  melee combat with another creature.

Intercept

When you are the target of a ranged weapon attack, use your reaction to throw a knife towards the projectile which is about to hit you. Roll damage towards the weapon and half it, and add this total to your AC for this attack.

This trick costs one trick die.

Intimidating Flourish

As a bonus action, you can expend one trick die to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Juggle

On your turn, you can use a bonus action and expend one trick die to perform a fun trick for one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains advantage on their next attack roll.

Multi Throw

When you hit a creature with a thrown weapon attack, you can expend one trick die to attempt to throw an extra knife at a different threat. You can use a bonus action to make a separate attack against another target. If this attack hits, add the amount rolled on the trick die as extra damage.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Taunting Attack

When you hit a creature with a weapon attack, you can expend one trick die to attempt to goad the target into attacking you. You add the trick die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

High Quality Weaponry

Starting at 7th level, your daggers and knives use a d6 damage die instead of a d4, and count as magical weapons, for the purpose of immunity to non-magical weapons.

Adaptive Combat

Starting at 15th level, weapons with the ranged and thrown properties no longer have disadvantage on their attack rolls at close range.

Battle Climax

At 18th level, after hitting a single enemy consecutively with three attacks on the same turn, each additional hit on that enemy by you does increased damage as if it were a critical hit for the rest of the round. 

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