I know the Soul Knife is still UA, but being able to throw psychic knives all over the place was one of the huge draws to that Rogue class. Ranged Rogue is always a good option, but the daggers are a different RP than a bow or crossbow, and the psychic knives means the damage keeps up with the arrow/bolt weapons.
also i found fomething that needs clerifcation. daggers count as a thrown melee not ranged currect. so archery, and other things that effect ranged wont work?
Thrown daggers are a ranged weapon attack with a melee weapon. This means, for example, that the first two points for sharpshooter apply, but the third does not.
Another note, by default you can only draw a single dagger per turn without spending your action on it, making fighter and ranger less attractive, though ranger could be offset by taking the dual wielder feat. Alternatively, you could talk to your DM about allowing drawing additional daggers to throw as part of your attack action.
Animate objects can hold 10 daggers, mage hand is basically just a hand, it can hold one dagger, and it can't throw it, it would still be an interaction to take the dagger from it.
Rogue is still a decent option for this, since it can focus its damage on a single attack. It gets even better if you can get a bracer of flying daggers which would both make the daggers magical and give you a second attack. Another option would be a returning weapon from artificer lvl 2, either your own infusion or a party member's, or possibly as a permanent magical item instead.
Something else to remember about rogue is that it doesn't punish you as much for using a smaller weapon. Most of a rogue's damage is going to come from sneak attack on a single hit. The d4 is a small part of the overall damage dealt. A fighter on the other hand, a much more significant amount of the damage comes from the weapon damage dice...that d4 will stand out a lot more.
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Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item.
Including this Infusion:
Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Maybe consider Monk. The dagger is a valid monk weapon. That means the dagger damage scales up from 1d4 with the monk martial arts die (1d4 up to 1d10). And a Monk gets the multi-attack per action at level 5. If it's a Kensei monk subclass with dagger as a Kensei weapon, then it gets added 1d4 Kensei damage when thrown. You would miss out on the rogues sneak attack ability which is very powerful at mid and high levels. So, maybe a 5 level dip into Monk and the rest in Rogue.
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Could i have a bit of help. Diffrent eyes and mind sets would be nice.
Rogue, fighter, ranger, wizard. All have some potential worth this.
I know the Soul Knife is still UA, but being able to throw psychic knives all over the place was one of the huge draws to that Rogue class. Ranged Rogue is always a good option, but the daggers are a different RP than a bow or crossbow, and the psychic knives means the damage keeps up with the arrow/bolt weapons.
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also i found fomething that needs clerifcation. daggers count as a thrown melee not ranged currect. so archery, and other things that effect ranged wont work?
Thrown daggers are a ranged weapon attack with a melee weapon. This means, for example, that the first two points for sharpshooter apply, but the third does not.
Another note, by default you can only draw a single dagger per turn without spending your action on it, making fighter and ranger less attractive, though ranger could be offset by taking the dual wielder feat. Alternatively, you could talk to your DM about allowing drawing additional daggers to throw as part of your attack action.
a mage hand can hold 10 daggers. maybe offsetting this
i dont want to but i may give up on trying to make the full thing work,
Animate objects can hold 10 daggers, mage hand is basically just a hand, it can hold one dagger, and it can't throw it, it would still be an interaction to take the dagger from it.
Rogue is still a decent option for this, since it can focus its damage on a single attack. It gets even better if you can get a bracer of flying daggers which would both make the daggers magical and give you a second attack. Another option would be a returning weapon from artificer lvl 2, either your own infusion or a party member's, or possibly as a permanent magical item instead.
Something else to remember about rogue is that it doesn't punish you as much for using a smaller weapon. Most of a rogue's damage is going to come from sneak attack on a single hit. The d4 is a small part of the overall damage dealt. A fighter on the other hand, a much more significant amount of the damage comes from the weapon damage dice...that d4 will stand out a lot more.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Getting a Bracer of Flying Daggers could be very helpful.
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As mentioned above,
Two levels of Artificer gets you this ability (if you get second attack from somewhere, you can use the same knife repeatedly):
Including this Infusion:
Maybe consider Monk. The dagger is a valid monk weapon. That means the dagger damage scales up from 1d4 with the monk martial arts die (1d4 up to 1d10). And a Monk gets the multi-attack per action at level 5. If it's a Kensei monk subclass with dagger as a Kensei weapon, then it gets added 1d4 Kensei damage when thrown. You would miss out on the rogues sneak attack ability which is very powerful at mid and high levels. So, maybe a 5 level dip into Monk and the rest in Rogue.