You reach out and grab an adjacent ally, hurling him at a nearby opponent, allowing him to let loose and cause a large amount of pain. 20/60 range, disadvantage over 20 ft.
In order to perform this maneuver, you must have an adjacent ally who is willing to be used in this manner. You pick any one opponent within range and hurl your ally at them. You must make an Athletics check of 15 to successfully launch your ally towards the enemy. A critical failure your ally will take 3d6 damage (cannot be evaded since you're being punted), a failure of 2-10 will mean that the ally will miss the target, take fall damage of 2d6 but can be avoided dc 16 dex saving throw) and finally 11-14 means you can attack, but won't get the bonus str mod + throwers extra damage.
If you hit, your ally is considered to have made a charge attack on them, (they provoke no attacks of opportunity for movement along the way). The ally gains an additional +2 to hit, and they deal +1d6 damage (per 10 feet) on a successful hit. On a miss, you'll fall and take falling damage 2d6 worth of damage.
Damage finally is Ally's damage + throwers 1d12 + str modifier
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