Base Class: Fighter
Fighters who train themselves to fight with thrown weapons are deadly mid-range combatants. They are able to strike targets normally out of range for thrown weapons, make precise ranged attacks with greater ease and even catch and return projectiles fired or thrown at them.
Powerful Arms
When you choose this subclass at 3rd level, you can attack from further away when you use throwing weapons. You can also draw a weapon that has the thrown property as part of the attack action, as with ammunition.
Precision Throw
At 7th level, you become better at making those difficult throws, threading the needle and hitting the target just right. Whenever you make a ranged attack roll with a thrown weapon, and have disadvantage on the attack roll, you gain a bonus to the attack roll equal to your proficiency modifier.
Perfect Catcher
At 10th level, you gain a greater sense of projectiles as they travel through the air near you. You can use your reaction to snatch such attacks out of the air and return them to their origin with blistering speed.
Whenever you or a creature within 10 feet of you is the target of a ranged weapon attack roll, or you are within 10 feet of a projectile as it passes you, you can use your reaction to catch that projectile and send it back towards the attacker. Make a ranged weapon attack roll against the attacker, on a hit they take all the regular damage of the attack plus 2d6.
Practiced Mobility
At 15th level, you become better at "The Five D's; Dodge, Duck, Dip, Dive and Dodge." Attacks of opportunity against you have disadvantage and you can take the Dash action as a bonus action.
Pinning Strikes
At 18th level, you can lock creatures in place when you hit them with your throws. Whenever you hit with a ranged attack with a thrown weapon on a Large or smaller target, the target must make a dexterity saving throw against your ability save DC (8 + your proficiency bonus + your strength or dexterity modifier) or have their speed reduced to 0 until the end of their next turn.
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