Whether through experimenting, or just dumb luck, individuals with this feat have found an unconventional way of fighting. Using unexpected techniques to their advantage, Throwaway Specialists don't necessarily throw away their chances at success, but they tend to do so with weapons... at their enemies, at least.
- Increases your Strength or Dexterity score by 1
- You can add your proficiency bonus to attack and damage rolls made to weapons with the thrown property twice per short rest
- Three times per long rest, as an action, you can choose to throw a simple, light, or another weapon you are proficient with up to a distance of ten feet with an additional 5ft for each strength modifier point. You roll a standard attack roll for hit, and damage on said hit.
-If a Natural 1 is rolled, your weapon is embedded in a patch of ground, or a wall within 10 feet of the target (DM's discretion). As an action, if you are within five feet of an embedded weapon, you can roll a strength check with a DC equal to 10 + your Strength Modifier, the success of which results in you pulling your weapon out of the object it was embedded in.
-If any natural number between 1 and 20 is rolled, then your weapon strikes your target, and then falls to the ground, able to be retrieved.
-If a Natural 20 is rolled on a non-blunt weapon, your weapon instead carries the creature with its momentum, pinning it to the floor or a wall 10 feet away from its current position. On every following turn of the creature, it must make a strength saving throw of 10 + your Strength Modifier. On a success, the creature pulls itself free of the weapon, which clatters to the ground. On a failed saving throw, the creature fails, and takes 1d4 piercing damage
-If a Natural 20 is rolled using a blunt weapon, the creature has disadvantage on its next 3 attacks.
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