Fighter
Base Class: Fighter

The Archetypal Knife Juggler takes inspiration from dancers, champions, and expert thieves to hone a skill that allows them to throw knives with deadly accuracy. They practice with the blade in order to throw in order to suit the situation and their needs. 

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three Throws of your choice, which are detailed under “Throws” below. Many Throws enhance an attack in some way. You can use only one Throw per attack.

You learn two additional Throws of your choice at 7th, 10th, and 15th level. Each time you learn new Throws, you can also replace one Throw you know with a different one.

Additionally, you may only use a Throw on a weapon attack at range with the Thrown property.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Nimble Fighter

At 3rd level, you gain proficiency in acrobatics and stealth. 

Additionally, you may take the dodge or disengage action as a bonus action. You may only do this if you are not wearing heavy armor, a shield, or any armor that imposes disadvantage on Stealth checks. 

Throws

The Throws are presented below.

Aerial Throw

When attacking a creature that is in the air due to natural flight or a spell, you can expend a superiority dice to attempt to knock it to the ground. After you hit a creature that is flying due to a spell or natural flight, add your superiority dice to the weapons damage. The creature must then make a strength saving throw. On a failed save, the creature plummets to the ground and falls prone, taking fall damage reduced by half. 

Assisting Throw

When your ally is targeted by an enemy with an attack within your weapons effective range, you may expend a superiority dice to make an attack against the creature. You can use your reaction to make this attack, and if it hits, add the superiority dice to the damage roll. If the attack hits, the enemy must make their attack with disadvantage.

Crippling Throw

When you hit a creature with an eligible weapon attack, you can expend one superiority die to attempt to cripple the target. You add the superiority die to the attack’s damage roll, and the target must make a Dexterity saving throw. On a failed save, it's speed is reduced to five feet until the start of your next turn.

Disarming Throw

When you hit a creature with an eligible weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority 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.

Distracting Throw

When you hit a creature with an eligible weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feint

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature who can see you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Hemorrhaging Throw

When you hit a creature with an eligible weapon attack, you can expend one superiority die to attempt to bleed the target. You add the superiority die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it takes the attacks damage again on it's next turn. 

Maneuvering Throw

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Parry

When another creature damages you with an attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precise Throw

When you make an eligible weapon attack roll against a creature, you can expend one superiority die to add it to the weapons attack and damage rolls. 

Pushing Throw

When you hit a creature with an eligible weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Recovering throw

When you miss a creature with an eligible weapon attack, you can choose to use a superiority dice to make another attack, adding the superiority dice to the weapons attack roll. 

Riposte

When a creature misses you with an attack, you can use your reaction and expend one superiority die to make a thrown weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Secondary Attack

When you hit a creature with an eligible weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your range. Roll another attack for the second creature, if it hits, roll damage for the attack, adding the superiority dice and your damage modifiers. The secondary target takes half damage from this attack. 

Tripping Throw

When you hit a creature with an eligible weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Opportunist

When you score a critical hit with a thrown weapon attack, you regain a superiority dice that you have expended. 

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Heartseeker

Starting at 15th level, when you attack with a thrown weapon, your attacks crit on a roll of 19 or 20.

Improved Combat Superiority

At 18th level, your superiority dice turn into d12s.