Base Class: Rogue
You are a masterful worker of thrown weapons. Whether you skulk like a shadow, flaunt like a braggart, con like a rascal, or steal like a bandit, you can strike down your target within the blink of an eye.
Quick Tricks
When you choose this archetype at 3rd level, you begin to learn how to master thrown weapons and can perform Quick Tricks while using them.
You learn three Quick Tricks of your choice, many of which enhance an attack in some way. However, you can use only one trick per attack unless otherwise stated. You learn two additional Tricks of your choice at 6th, 12th, and 17th level. Each time you learn a new Trick, you can also replace one Trick you know with a different one.
You have a number of Quick Tricks you can use equal to your Sneak Attack die, and must finish a short or long rest to regain them.
Some of your Tricks require your target to make a saving throw to resist the Trick's effects. The saving throw DC is equal to 8 + your proficiency bonus + your Dexterity modifier.
Sharp Striker
At 3rd level, you can instantly draw or stow up to two thrown weapons before making an attack action, provided you are empty-handed.
Also, attacking at long range with thrown weapons does not impose disadvantage.
Trick List
These are the Quick Tricks you may learn, presented in alphabetical order.
Ankle Strike
Your thrown weapon pierces your target's leg. The target must make a Constitution saving throw. On a failed save, its speed is reduced by half until the end of its next turn.
Banked Throw
You angle your thrown weapon, bouncing it off a surface or object, causing it to ignore half cover or three-quarters cover.
Clever Resolve
When you take damage, you can use your reaction to keep yourself quick-witted against the blow, gaining a number of temporary hit points equal to your rogue level.
Close-Quarters Shot
You can throw a weapon while an enemy is within 5 feet of you without making the attack roll with disadvantage. You can apply a second Quick Trick to this attack.
Deflecting Strike
As a reaction, you may throw a weapon toward a missile that is targeting you or a creature within 10 feet of you. If your attack roll exceeds the attack roll of the missile, your thrown weapon deflects the missile, causing it to miss its target.
Disrupting Blow
When you hit a creature with a thrown weapon attack, you can attempt to disrupt the creature's concentration. The target has disadvantage on any Constitution saving throw it makes to maintain concentration on a spell until the end of its next turn.
Empowered Shot
You throw your weapon with all your might. In addition to your Dexterity modifier, you may add your Strength modifier (minimum of +1) to the damage of this attack.
Grazing Strike
When you miss with an attack roll, your attack instead grazes your target, causing them to take half the damage your weapon would normally deal on a hit. This trick does not allow for Sneak Attack damage to be dealt.
Hailing Barrage
Prerequisite: 18th level
As an action on your turn, you can make a thrown weapon attack against a number of creatures equal to your proficiency bonus you can see that are within range. Make separate attack rolls for each target, and a single damage roll to apply to each creature you hit.
You apply critical hit damage to individual creatures as appropriate, and divide (rounded down) any Sneak Attack damage dealt equally amongst your targets (for example, at 18th level, your 9d6 Sneak Attack damage would be split so each target takes an equal amount that, added up, equates to your damage total).
Practiced Shot
You can throw any weapon with which you have proficiency as if it had the finesse and thrown (range 20/60) weapon properties.
Quick Wit
You have sharp reflexes; as a bonus action, you can make an Intelligence (Investigation) or a Wisdom (Perception) check with advantage on discerning illusions or noticing invisible enemies within 20 feet of you. As a part of this bonus action, you may make a single thrown weapon attack against an enemy discovered in this manner.
Second Shot
You may make an additional attack with a thrown weapon. You can target the same creature with both weapons, or two different creatures with each weapon, both of which must be within 10 feet of each other.
Silencing Strike
Prerequisite: 12th level
With a thrown weapon attack, you can attempt to silence the target as you aim your weapon for its throat. If the target is Large or smaller, it must make a Constitution saving throw. On a failed save, it is silenced until the end of its next turn.
Springing Step
Prerequisite: 6th level
When a hostile creature you can see ends its turn within 5 feet of you, you can use your reaction to immediately move up to half your speed away and make a weapon attack with a thrown weapon against that creature.
You can make this thrown weapon attack before or after you move, and this movement does not provoke opportunity attacks from the triggering creature.
Tactical Edge
You throw your weapon with a flourish, ensuring a blunt, sharp, or pointed result. You may choose whether your attack deals bludgeoning, slashing, or piercing damage.
Steady Aim
At 9th level, your thrown weapons curve mid-air and rebound off the target, returning to your hand at the end of your turn.
Furthermore, you can forego your full movement to steady your aim. If you haven't already moved on your turn, you can make your movement speed 0 feet and gain advantage on your next thrown weapon attack.
Sharpened Senses
Starting at 13th level, you gain proficiency with the Acrobatics and Perception skills. If you are already proficient with these skills, you add double your proficiency bonus.
Additionally, while aiming as a result of your Steady Aim feature, your thrown weapon attacks score a critical hit on a roll of 19 or 20.
Professional Handiwork
At 17th level, you may engage in two-weapon fighting with your thrown weapons, adding your ability modifier to the damage of the off-hand thrown weapon, as if you had the Two-Weapon Fighting Style.
While two-weapon fighting with your thrown weapons, when you make a Sneak Attack, you can apply Sneak Attack damage to both your main Attack action and your off-hand bonus action if both attacks hit.
Comments