Block, Catch And Throw Image
Prerequisite: Requires a strength of 18 or more Proficiency in Athletics
 

You have developed your ability to blockcatch and throw objects to an incredible degree making it easy for you to block, catch or throw almost any object with great strength even to the point that your attacks do siege damage to structures.

Block (reaction): If an object passes within 5' of you that you could carry in one hand, but you don't have or choose not to use any free hands to do so, you may choose to stand in the way and block it, taking the normal damage from the attack. 

Catch (reaction): If the object you are trying to catch is one you can lift with one hand and you have one or more hands free to do so,  you can make a DC 10 Athletics roll to catch any object within 5' of you taking no damage from the impact. If you miss the roll you can choose to take the hit anyway in order to prevent it from hitting someone else, taking full damage.

Catch and Throw (reaction): If you make your catch roll by 2 or more, you have the option to either toss the object away in a given direction or redirect it, throwing it by making a normal thrown object attack roll on your intended target. Note that any thrown object with a physical presence, including one prior to an explosion may be caught and thrown. This includes such varied things as torches, vials, grenades, the bead of a freezing sphere or delayed blast fireball or the stone fired by a catapult spell.

Throw (Attack) You throw as hard as a siege engine and can use an attack to throw anything within your weight limit. Like a siege engine you do double damage to structures. Normal thrown weapons have 4x the range in your hands or use the range and/or damage of your thrown object attack, whichever is greater. Your thrown object attack has a base damage of 1d10 + your STR modifier with a short/long range of 60/240.

Siege Weapon Throw (Attack) The base damage and/or area of effect depending on the size and weight of what you are throwing or catching and throwing in the case where your enemy is providing you the ammunition by shooting at you. Large weapons take up a lot of space and carrying capacity, so in most cases your DM will limit what you can easily have on hand. Also it takes more strength to throw a ballista bolt effectively than to just fire it from an ogre crossbow. Some sample weapons are listed below along with the minimum strength needed to get their full effect. If your strength is sufficient to pick up the weapon and toss it, but not sufficient for the full effect, you will use the base damage and range listed by your strength for damage instead. Thus a 20 STR fighter would easily be able to pick up and toss a cannon ball, but would only be able to toss it up to 240 ft and do 2d10+STR damage because they do not have enough strength to toss it fast enough for the full effect and range. 

  • Weapon     Min Strength (Full effect)   Base damage before STR mod
  • Rock                          18                            1d10 bludgeoning
  • Large Rock               20                            2d10 bludgeoning
  • Ballista Bolt              21                            3d10 piercing [Range 120/480]
  • Boulder                     22                            4d10 bludgeoning
  • Small cannon ball   23                            5d10 bludgeoning [Range 300/1200]
  • Cannon ball              26                            8d10 bludgeoning [Range 600/2400]
Block, Catch And Throw Image

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