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
When you choose this archetype at 3rd level, you learn special knife throws that are fueled by special dice called trick dice.
Tricks. You learn three tricks of your choice, which are detailed under “Tricks” below. Many tricks enhance an attack in some way. You can use only one trick per attack.
You learn two additional tricks of your choice at 7th, 10th, and 15th level. Each time you learn new tricks, you can also replace one trick you know with a different one.
Trick Dice. You have four trick dice, which are d8s. A trick die is expended when you use it. You regain all of your expended trick dice when you finish a short or long rest.
You gain another trick die at 7th level and one more at 15th level.
Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick's effects. The saving throw DC is calculated as follows:
Trick save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Knife Discipline
At 3rd level, you gain proficiency with one of the following skills of your choice: Survival, Performance, or Intimidation.
Intimidation Proficiency
You gain proficiency in the intimidation skill.
Performance Proficiency
You gain proficiency in the performance skill.
Survival Proficiency
You gain proficiency in the survival skill.
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.
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.
Knife Slinging Expert
At 10th level, your trick dice turn into d10s. At 18th level, they turn into d12s.
Adaptive Combat
Starting at 15th level, weapons with the ranged and thrown properties no longer have disadvantage on their attack rolls at close range.
Knife Slinging Mastery
At 18th level, your trick dice turn into d12s.
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Posted Mar 5, 2024I know it's been a long ass time since you posted this comment lol, but I thought I'd answer nonetheless. The trick dice refresh on a short rest, like battlemaster dice. Your idea sounds cool as **** though, so I encourage you to make that change, or ask your DM to!
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Posted May 19, 2020Are the trick dice like grit and you get one back if you crit or kill a creature?