Base Class: Rogue
these rogues are specialists in light and one handed weapons such as one handed crossbows, daggers, and darts, even throwing needles can be quick and deadly in the hands of these fast hands.
Quickhands
at 3rd level when not holding a weapon or using a light one handed weapon, and not suprized or flat footed, you gain advantage on your first attack on some one who has not had a turn on the first round of combat.
pinpoint
at 9th level. after successfully attacking with quickhands you may withhold up to 1/2 your available sneak attack dice to use later in your turn. must be declared before damage rolls. (see two weapon fighting)
example. after you attack one goblin with a thrown dagger you withhold 2 dice. the goblin takes 1d4 + 3d6 + modifiers.
you then throw an off hand dagger at a different goblin. and successfully hit. 1d4 +2d6 + available modifiers.
improved Quickdraw.
at 13th level you hands are so quick you may roll your slight of hand skill for your initiative and you and may use a reaction to try to stop a range attack with your own.
roll slight of hand vs the attack roll to see if you intercepted the range attack. increase +1 DC for every lbs of thrown weapon or fired ammunition you are trying to stop.
you may also attempt to intercept a spell attack as long as its a range spell attack. if has multiple bolts or motes you can only intercept one.
And the kitchen sink
At 17th level, as a full round action, as long as you are not in melee range and and have enough ammunition or thrown weapons, your fury and speed is stunning. your frenzy, you throw all you can at the enemy.
target 5 people in a area 20 foot cone. you gain advantage on each. roll attack as normal. each target takes 1d4 +1d6 +Modifiers and is frightned for one round save DC 10 + DAMAGE.
You can target an individual multiple times. if target failes twice consider them stunned, but for only one round. no additional conditions will occur for more than two failed saves
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