Base Class: Fighter
Enamored with its simplicity and effectiveness. There are a few striving to master the javelin.
Better Aim
Beginning when you choose this archetype at 3rd level, you focus your training on the javelin, and its showing results.
- You can pick up your javelin, with your bonus action.
- You have no disadvantage attacking on long range, with your javelin.
- Precise Throw: You throw your javelin with more control than strength.
- Target a creature within 60ft., it needs to make a dexterity saving throw.
- On fail, it takes 1d6 piercing damage and ends up prone.
- On success, only half damage.
- DC is 8 + proficiency bonus + dexterity modifier.
- Maximum charges are equal to your proficiency bonus, you regain them during a long rest.
- It is considered a ranged attack, but cannot be used together with Extra Attack.
Advanced Training
Starting at 7th level, you fully dedicate your training to the javelin, for you believe there to be hidden potential.
- Perfect Form: You can execute all your attacks with increased precision.
- You can choose to not enforce the prone condition, with precise throw, it will then consume no charge.
- Versatility: With a javelin at hand, you have a climbing speed of 30ft.
- Spinning Throw: Your attacks with your javelin have a dangerous spin.
- The damage of precise throw increases to 2d6.
- Should a ranged attack with your javelin miss, you can choose another target within a 15ft. cone behind it.
Hidden Potential
Starting at 10th level, you have unlocked some of the hidden potential, and surpassed the norm.
- Great Control: it feels like an extension of your body.
- Any 1 rolled with a javelin damage die, is considered a 2.
- Your precise throw is able to critical hit, if the enemy rolls a 1 on the saving throw.
- Your ranged attacks, have no disadvantage against a prone creature.
- Inner Force: You have learned, to guide the force of your attack, into the inside of your javelin.
- If a ranged attack with your javelin, would drop a creature to 0 or lower hit points, you can target another creature within a 30ft. straight line behind it.
- Should your precise throw exceed 10 damage, its force reaches a point, where it ignores resistance against non-magical weapons.
Master of Force
At 15th level, you gained understanding on the nature of force.
- Greater Force: You weave force like string.
- The damage of precise throw increases to 3d6.
- Using a charge on precise throw, gives its spin a 15ft. burrowing speed, able to travel through earth and stone, potentially hitting creatures behind total cover.
- It can burrow in an arc, hitting creatures from below, or straight.
- Master: Your abilities have become instinct.
- If you see a missile or thrown weapon approaching within 30ft., you can use your reaction to throw your javelin at it.
- Subtract your precise throw damage from it, if it drops to 0, it is destroyed, or deflected in the case of a thrown magic weapon.
Formless One
At 18th level, you require no matter, to channel force, it's your thoughts that become its shape.
- Formless Force: Using your thoughts, you can create an invisible javelin.
- You don't require a javelin for all of your abilities.
- The invisible javelin always ignores non-magical resistance and immunity.
- You are able to fly for your walking speed, using your force.
- Your precise throw does not burrow anymore, but can phase into the ethereal plane for 15ft.
- If you roll less than a total of 8 damage with your javelin, it is considered 8.
- Precise Throw has infinite charges.
Comments