Base Class: Rogue
A Slinger has mastered the art of throwing weapons and objects with astounding control, speed, and accuracy. They can turn any weapon into a thrown weapon, and can turn weapons designed to be thrown into ricocheting projectiles that defy belief and physics.
Throw Anything
Starting at 3rd Level, you gain the ability to throw small objects with ease and finesse.
You know the Magic Stone cantrip. When casting this spell, you can have it instead affect up to three small (up to 1 lb.) non-living objects. Objects affected in this way only gain the spell's benefits when thrown by you. Dexterity is your spellcasting ability for this spell.
Thrown Mastery
Starting at 3rd Level, you have mastered the art of thrown weaponry and have developed precise control and versatility when using them in combat.
You may perform ranged attacks with any simple or martial weapon that has the Light property. Attacks made this way treat the weapon as if it had the Thrown, Range (10/40), and Finesse properties, if it didn't have them already.
Attacking at long range or being within 5 feet of a hostile creature do not impose disadvantage on your ranged attack rolls with a Thrown weapon.
Ricochet
Starting at 3rd Level, you have achieved a measure of control over your thrown weapons. When you take the Attack action with a weapon that has the Thrown property (including one that gains it via the Thrown Mastery feature), you may take a bonus action to cause a strategic ricochet. When the weapon strikes a creature or object (such as a wall or column), choose one:
- Make a a ranged attack against a creature other than the one that was struck. The range of that attack from the point of the ricochet must be equal to or less than the weapon's long range minus the distance that the weapon has already traveled. The attack uses the same ability modifier as the original attack. The attack's damage die is your Sneak attack die.
- Make a Dexterity (Sleight of Hand) ability check of DC 15. If you succeed, the weapon flies back into your hand. If you fail, it travels towards (or past) you a distance equal to the weapon's long range minus the distance that the weapon has already traveled and falls to the floor.
You may use this bonus action a number of times equal to your 1 + your Dexterity modifier. You regain all expended uses after a Long Rest.
Showmanship
Beginning at 9th Level, when you make a Performance check involving juggling or throwing, you are considered proficient in the Performance skill and add double your proficiency bonus to the check (including Expertise if applicable), instead of your normal proficiency bonus.
Covert Pass
Starting at 9th Level, you have learned how to throw objects to your allies without being detected. You can use an Action to infallibly throw a small object (up to 5 lbs) to an ally you can see within 30 feet of you who can also see or hear you.
You can make this pass without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) ability roll contested by the creature's Wisdom (Perception) check.
Deadly Ricochet
Starting at 13th level, Ricochet attacks use the weapon's long range instead of remaining range and there is no ability check to catch the weapon. Additionally, when you take the Ricochet bonus action, you may expend extra uses of Ricochet to bounce the weapon additional times after it hits a creature or object.
Literally Anything
Starting at 17th Level, you can cast the Catapult spell on an object that you are touching at 3rd level 3 times per long rest.
Additionally, Thrown Mastery applies to all simple and martial melee weapons and any object affected by Magic Stone.
Previous Versions
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4/26/2021 7:30:40 PM
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Coming Soon
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