Rogue
Base Class: Rogue

Jaded by rangers and rogues alike, you've found a deadly middle ground to dispatch your foes. You are now adept at making small, seemingly harmless tools into deadly projectiles. Everything from throwing knives to playing cards, all manner of small, throwable objects are at your behest. Your enemies should find cover, but even then, they'd be at the mercy of mere coins and daggers alike. 

Slinger's Implements

A slinger is nothing without anything to throw.

Starting at 3rd level, all weapons without the heavy, two-handed, loading, or reach properties have the thrown and range properties while you are using them.

Additionally, you gain proficiency with improvised weapons and can craft them from mundane materials like stone and metal pieces by tinkering with them for an hour during a short or long rest. You may only hold up to 10 of these improvised projectiles at a time.

Thrown improvised weapons always deal 1d6 piercing damage and have a range of 60/100 feet.

 

Precision Throwing

Starting at 3rd level, your thrown attacks become more precise and deadly. When you attack with thrown weapons you use your Dexterity modifier instead of your Strength modifier for attack and damage rolls.

 
 

Additionally, you no longer gain a disadvantage from ranged attacks at close quarters. 

Deadeye

Starting at 9th level, your reflexes and precision have matured enough to let you knock projectiles out of the air with your own.

If a creature that you can see within 30 feet makes a ranged attack, you may use a reaction to attempt to knock it out of the air with a Dexterity saving throw against the attacker's Wisdom score. If successful, the projectile is nullified.

This only affects non-magical, solid projectiles like arrows, darts, and similar objects.

You may do this twice before taking a short rest.

 

Slinger's Handiwork

By 13th level, you've improved your crafting ability to create more dangerous projectiles.

You gain proficiency with smith's tools. Additionally, your "Slinger's Implements" feature now allows you to create improvised versions of daggers, darts, and javelins during short or long rests. These improvised weapons have the same properties and damage dice as their normal counterparts but are destroyed after one use.

Barrage

At 13th level, you have , mastered the art of throwing enough to release wave after wave of projectiles without pause.

You may now throw up to three different projectiles to up to three different targets with a single attack action. All projectiles will have the same attack and damage roll. 

Additionally, your capacity for improvised projectiles has increased to 15.

Prime Throwing Technique

When you reach 17th level, all types of weaponry can be subject to your throwing abilities.

All weapons have the thrown and range properties when you use them.

Additionally, you may craft improvised versions of any simple or martial weapon during short and long rests as a part of your "Slinger's Implements" feature. Improvised weapons act as their normal counterparts but are destroyed after one use.

Previous Versions

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