Base Class: Ranger
3rd Level: Throwing Expertise, Blade Tricks, Additional Spells
- Throwing Expertise: You can draw and throw weapons as if they have the Ammunition property, allowing for seamless use of multiple thrown weapons.
- Blade Tricks: You learn two Blade Tricks, each usable once per turn, a number of times equal to your proficiency bonus. You gain additional Blade Tricks at 7th, 11th, and 15th levels. Options listed below.
- Additional Spells: You gain access to ranger spells that synergies with your throwing capabilities:
Spell List
3rd: Ice Knife
5th: Shadow Blade
9th: Haste
13th: Staggering Smite
17th: Anti Life Shell
7th Level: Quick Throw
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Quick Throw: When a creature moves beyond your thrown weapon's normal range, it provokes an opportunity attack from you if you are wielding a thrown weapon.
11th Level: Powerful Strike
- Powerful Strike: Increase the damage dice of your thrown weapons by one size (d4 to d6, d6 to d8, etc., up to a maximum of d12).
15th Level: Throwing Sprint
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Throwing Sprint: When you hit a creature with a thrown weapon, you gain 15 feet of extra movement until the beginning of your next turn.
Blade Trick Options
- Precise Throw: Declare use before an attack roll. Gain +1 to attack and damage rolls with thrown weapons. If using two-weapon fighting with thrown weapons, add your ability modifier to the damage of the second attack.
- Double Toss: As part of an attack action, make two additional thrown weapon attacks against the same target.
- Critical Shot: Once per turn, a roll of 19 counts as a critical hit for your thrown weapons.
- Mystical Throw: If casting a spell that involves a weapon attack, you can use a thrown weapon. Spend a 1st level or higher spell slot to repeat the attack against the same or a different target.
- Defensive Toss: Choose to take a -4 penalty on one thrown weapon attack roll to gain +2 AC until the start of your next turn.
- Rusting Smite: When you hit with a thrown weapon, you can use your bonus action and expend a spell slot to deal an additional 1d6 damage per level of the spell slot. If the target is using metal armor or a weapon, reduce its effectiveness as described.
- Ranged Shot: Increase the normal and long range of thrown weapons by 20 feet each.
- Rolling Shot: Use a bonus action to make a Dexterity (Acrobatics) check to move through an enemy's space without provoking opportunity attacks. If you beat their check, you can move freely, and if you succeed by 5 or more, make a thrown weapon attack as part of this action.
Level 3: Throwing Expertise & Blade Tricks
- Throwing Expertise: You can draw and throw weapons as if they have the Ammunition property, allowing for seamless use of multiple thrown weapons.
- Blade Tricks: You learn two Blade Tricks, each usable once per turn. You gain additional Blade Tricks at 7th, 11th, and 15th levels. Options listed below.
- Blade Trick Options
- Precise Throw: Declare use before an attack roll. Gain +1 to attack and damage rolls with thrown weapons. If using two-weapon fighting with thrown weapons, add your ability modifier to the damage of the second attack.
- Double Toss: As part of an attack action, make two additional thrown weapon attacks against the same target.
- Critical Shot: Once per turn, a roll of 19 counts as a critical hit for your thrown weapons.
- Mystical Throw: If casting a spell that involves a weapon attack, you can use a thrown weapon. Spend a 1st level or higher spell slot to repeat the attack against the same or a different target.
- Defensive Toss: Choose to take a -4 penalty on one thrown weapon attack roll to gain +2 AC until the start of your next turn.
- Rusting Smite: When you hit with a thrown weapon, you can use your bonus action and expend a spell slot to deal an additional 1d6 damage per level of the spell slot. If the target is using metal armor or a weapon, reduce its effectiveness as described.
- Ranged Shot: Increase the normal and long range of thrown weapons by 20 feet each.
- Rolling Shot: Use a bonus action to make a Dexterity (Acrobatics) check to move through an enemy's space without provoking opportunity attacks. If you beat their check, you can move freely, and if you succeed by 5 or more, make a thrown weapon attack as part of this action.
Level 3: Additional Spell List
- Additional Spells: You gain access to ranger spells that synergies with your throwing capabilities:
Spell List
3rd: Ice Knife
5th: Shadow Blade
9th: Haste
13th: Staggering Smite
17th: Anti Life Shell
Level 7: Quick Throw
When a creature moves beyond your thrown weapon's normal range, it provokes an opportunity attack from you if you are wielding a thrown weapon.
Level 11: Powerful Strike
Increase the damage dice of your thrown weapons by one size (d4 to d6, d6 to d8, etc., up to a maximum of d12).
Level 15: Throwing Sprint
When you hit a creature with a thrown weapon, you gain 15 feet of extra movement until the beginning of your next turn.
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