With things like ‘Quick Toss’ and ‘Thrown Weapon Fighting Style’ a throwing build has become much more viable this year.
the new Wonders of the Multiverse UA provides more Background Options that come with a free feat, one of note is Giant Foundling, which provides the following:
STRIKE OF THE GIANTS You have absorbed primeval magic that gives you an echo of the might of giants. Choose one of the kinds of giants listed below. As a bonus action, you can call on the power of your giant magic to imbue your attacks with additional power. The next time you hit a target with a melee or thrown weapon attack within the next minute, the attack has an additional effect depending on the origin of your giant magic: Stone Giant. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you in a straight line.
then you may pick this feat
KEENNESS OF THE STONE GIANT Prerequisite: 4th Level, Strike of the Giants (Stone Giant) Feat You’ve manifested the physical talents emblematic of stone giants, granting you the following benefits: Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. Stone Throw. As a bonus action, you can touch a rock that can fit in the palm of your hand and imbue it with magic. While the rock is imbued with magic and you are wielding it, the rock is a magic ranged weapon with which you’re proficient, and it has the thrown property with a normal range of 60 feet and a long range of 180 feet. On a hit, the rock deals 1d10 bludgeoning damage, and if the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat) or be knocked prone. The magic remains in the rock until you hit with it or finish a long rest. You can imbue a number of rocks equal to your proficiency bonus with this bonus action, and you regain all expended uses when you finish a long rest. Cavernous Sight. You gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.
I know Prone works against ranged weapon attacks, but it can be used at the end of a turn to benefit melee allies and the first feat gives another bonus action for when dice are low and the second can be done in advance.
I'm not a huge fan. First, why would you use your bonus action to activate it when the obvious choice would be to make them first thing in the morning and just carry them around all day? They should just say yo do it after a long rest you have them, since that's likely what would happen. But a feat to only pull off a ranged attack 2-4 times a day (sure up to 6, but most people never get there) seems kind of weak.
If you want a ranged attack with an add on for 2 feats, take magic initiate warlock to pick up eldritch blast, and eldritch adept.
The biggest problem of thrown weapon fighting is and will always be that you throw your weapon away. That means if you have a magical weapon you get to use it once and then you're back to regular weapons until you pick it up again. That's why I'm still of the opinion that unless you can guarantee getting a Returning Weapon the best way to build a character around thrown weapons is to go with Soulknife Rogue.
Oh, no by a longshot the best Thrown Weapon build is a Battle Master Figher throwing Darts with Quick Toss and Sharpshooter, then both Thrown and Archery Fighting Styles (Feat/ Multiclass). There were a few variations that me and a few others played around with when Tasha's dropped including Artificer dip for Returning Weapon
The biggest problem of thrown weapon fighting is and will always be that you throw your weapon away. That means if you have a magical weapon you get to use it once and then you're back to regular weapons until you pick it up again. That's why I'm still of the opinion that unless you can guarantee getting a Returning Weapon the best way to build a character around thrown weapons is to go with Soulknife Rogue.
The benefit of KEENNESS OF THE STONE GIANT (yes you would just infuse the stones after a long rest), that I am talking about is: 2-6 times per day, for a half-feat that also gives dark vision and increases a damage die from d4 to d10, throwing a magical weapon with much larger range that knocks flying creatures out of the sky - it seems worth it
It becomes a lot more viable if you take a two-level dip into Artificer for the Returning Weapon infusion, or have an artificer in the party use that infusion on you.
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With things like ‘Quick Toss’ and ‘Thrown Weapon Fighting Style’ a throwing build has become much more viable this year.
the new Wonders of the Multiverse UA provides more Background Options that come with a free feat, one of note is Giant Foundling, which provides the following:
STRIKE OF THE GIANTS
You have absorbed primeval magic that gives you an echo of the might of giants. Choose one of the kinds of giants listed below. As a bonus action, you can call on the power of your giant magic to imbue your attacks with additional power. The next time you hit a target with a melee or thrown weapon attack within the next minute, the attack has an additional effect depending on the origin of your giant magic:
Stone Giant. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you in a straight line.
then you may pick this feat
KEENNESS OF THE STONE GIANT
Prerequisite: 4th Level, Strike of the Giants (Stone Giant) Feat
You’ve manifested the physical talents emblematic of stone giants, granting you the following benefits:
Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
Stone Throw. As a bonus action, you can touch a rock that can fit in the palm of your hand and imbue it with magic. While the rock is imbued with magic and you are wielding it, the rock is a magic ranged weapon with which you’re proficient, and it has the thrown property with a normal range of 60 feet and a long range of 180 feet. On a hit, the rock deals 1d10 bludgeoning damage, and if the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat) or be knocked prone. The magic remains in the rock until you hit with it or finish a long rest. You can imbue a number of rocks equal to your proficiency bonus with this bonus action, and you regain all expended uses when you finish a long rest.
Cavernous Sight. You gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.
I know Prone works against ranged weapon attacks, but it can be used at the end of a turn to benefit melee allies and the first feat gives another bonus action for when dice are low and the second can be done in advance.
I'm not a huge fan. First, why would you use your bonus action to activate it when the obvious choice would be to make them first thing in the morning and just carry them around all day? They should just say yo do it after a long rest you have them, since that's likely what would happen. But a feat to only pull off a ranged attack 2-4 times a day (sure up to 6, but most people never get there) seems kind of weak.
If you want a ranged attack with an add on for 2 feats, take magic initiate warlock to pick up eldritch blast, and eldritch adept.
The biggest problem of thrown weapon fighting is and will always be that you throw your weapon away. That means if you have a magical weapon you get to use it once and then you're back to regular weapons until you pick it up again. That's why I'm still of the opinion that unless you can guarantee getting a Returning Weapon the best way to build a character around thrown weapons is to go with Soulknife Rogue.
I've never encountered a forum where I got this many "talking to a wall" impressions as this one...
Oh, no by a longshot the best Thrown Weapon build is a Battle Master Figher throwing Darts with Quick Toss and Sharpshooter, then both Thrown and Archery Fighting Styles (Feat/ Multiclass). There were a few variations that me and a few others played around with when Tasha's dropped including Artificer dip for Returning Weapon
It becomes a lot more viable if you take a two-level dip into Artificer for the Returning Weapon infusion, or have an artificer in the party use that infusion on you.