I decided to try and build a fighter specialising in thrown weapons (not sure how viable it'll be, but god damn ima gonna try). However, I don't see a mechanic for throwing your weapon on DnD beyond. I should get a +2 to my damage for my fighting style, but there doesn't seem to be an option for that on DnD beyond.
Fighting Style - Thrown Weapon Fighting. Displays information on the character sheet, but does not automatically increase damage on throwing weapons. If you take this fighting style for a character, please use the character sheet and select valid weapons, customizing them to add the +2 damage. We are working on a solution for this known issue.
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Since I tried to build a dedicated thrower and failed (5e just doesn't support thrown weapons much...), ask your DM before you commit to the build if they'll allow the Sharpshooter Feat to work with thrown weapons (RAW it doesn't). If so, you're golden.
To be honest, sharpshooter is about the +10 flat damage not the weapon damage. Are there any d8 thrown weapons? I don’t recall, so a d6 thrown weapon is only 1 point more damage on average than the dart (a d8 would only be 2). It’s (dart) finesse so you can use Dex, plus archery style for +2 to hit (you will hit more often than with a melee thrown weapon), thrown weapon fighting style for +2 damage so you will probably be out damaging a thrower with a hand axe or something.
if you end up in melee, yeah your worse off. But drawing a weapon is a free interaction so there is that. Your hands will probably be free since thrown weapon fighting style allows you to draw as part of the attack, so no juggling
Only the -5/+10 part of Sharpshooter doesn't apply to thrown weapons. You can still get the benefits of ignoring cover and drastically extending the range of your throws.
Only the -5/+10 part of Sharpshooter doesn't apply to thrown weapons. You can still get the benefits of ignoring cover and drastically extending the range of your throws.
Fair point, particularly since most thrown ranges are terrible.
Hitting the guy through the arrow slit with a thrown dagger looks great on film!
Thrown weapons were really just dumped into 5e without much consideration, and as such it's hard to make them viable. The fighting style helps a lot, but there's still the issue of magic weapons. The vast majority don't return, so you just throw your prize weapon once and then it's back to mundane javelins or whatever. And hopefully that retreating hobgoblin doesn't take your weapon with him...
Thrown weapons were really just dumped into 5e without much consideration, and as such it's hard to make them viable. The fighting style helps a lot, but there's still the issue of magic weapons. The vast majority don't return, so you just throw your prize weapon once and then it's back to mundane javelins or whatever. And hopefully that retreating hobgoblin doesn't take your weapon with him...
Don't you HATE it when the BBEG filled with your magic arrows falls into the raging river?
Only the -5/+10 part of Sharpshooter doesn't apply to thrown weapons. You can still get the benefits of ignoring cover and drastically extending the range of your throws.
It applies to darts, however, since they are ranged weapons and not melee weapons with the thrown property. The damage isn't the greatest, but again, it's about the +10 not the damage of the weapon.
You are correct on all the other thrown weapons out there, as far as I know.
Look at the baseball field. Its 90 ft from base to base and everyone can throw that far if they have average strength. Some pro players can throw over 200 ft easy.
A US football field is marked in yards with 10 yard lines. Who can not throw 10 yards? that is 30 ft.
Look at the baseball field. Its 90 ft from base to base and everyone can throw that far if they have average strength. Some pro players can throw over 200 ft easy.
A US football field is marked in yards with 10 yard lines. Who can not throw 10 yards? that is 30 ft.
Thrown ranges have both a short range and a long range for a reason, since your accuracy tends to drop off after a point. And there's a quite a bit of difference between throwing a ball upfield to a teammate who wants to catch it and throwing a weapon at an enemy who doesn't want to get hit by it.
javelins have 30/120ft range, which might tie in closer to tossing an American football.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I think monk is the best option for thrown weapons. As a monk weapon, you can improve the damage dice of darts as you level up. Kensei monks can use their bonus action to give it an extra 1d4 damage without using ki, plus one attack can get an extra MA die roll. Staying at range is actually really nice as a monk bc of deflect missile, plus if you get run up on, you're still a monk and they can still catch these hands. A 2 level dip into ranger gives you hunters mark and the fighting style, plus 1 level into fighter can get you the archery style since that also works with darts. It's still not better than other ranged options or anything super meta, but it's at least viable.
I think monk is the best option for thrown weapons. As a monk weapon, you can improve the damage dice of darts as you level up. Kensei monks can use their bonus action to give it an extra 1d4 damage without using ki, plus one attack can get an extra MA die roll. Staying at range is actually really nice as a monk bc of deflect missile, plus if you get run up on, you're still a monk and they can still catch these hands. A 2 level dip into ranger gives you hunters mark and the fighting style, plus 1 level into fighter can get you the archery style since that also works with darts. It's still not better than other ranged options or anything super meta, but it's at least viable.
Nice in theory, but when you build it out... take level 11 as an example. You've invested 3 levels in other classes, so you're monk 8. That means your darts are 1d6 instead of 1d4, and the kensei gives you another 1d4, for a total benefit of 4.5 extra damage on average.
But by now a straight fighter is making three attacks, and the third one is going to be something like 1d4+7 or so, which is 9.5 extra damage on average. They've also got an extra feat to grab that extra fighting style, and something like Battlemaster contributes a lot more than Kensei.
It's not a terrible way to go, but it sounds a lot better initially than what it turns out to be. Monk progresses very slowly and desperately needs its ASIs, so dipping into other classes makes for a tough time.
At any rate, I recommend the following house rules if you want to make thrown weapons less terrible in 5e:
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
Magic items with the thrown keyword return to your hand immediately after an attack made with the weapon.
The first part of Thrown Weapon Fighting Style is replaced with: "Attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls."
I decided to try and build a fighter specialising in thrown weapons (not sure how viable it'll be, but god damn ima gonna try). However, I don't see a mechanic for throwing your weapon on DnD beyond. I should get a +2 to my damage for my fighting style, but there doesn't seem to be an option for that on DnD beyond.
From the TASHA’S CAULDRON of EVERYTHING - Issues and Support Thread under the Bugs and Support forums:
FIGHTER
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Since I tried to build a dedicated thrower and failed (5e just doesn't support thrown weapons much...), ask your DM before you commit to the build if they'll allow the Sharpshooter Feat to work with thrown weapons (RAW it doesn't). If so, you're golden.
Good luck either way.
SS works with darts though. And so does the archery fighting style
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
True...but Darts do terrible damage and, if you get rushed, you get to stab the enemy for a couple of points.
To be honest, sharpshooter is about the +10 flat damage not the weapon damage. Are there any d8 thrown weapons? I don’t recall, so a d6 thrown weapon is only 1 point more damage on average than the dart (a d8 would only be 2). It’s (dart) finesse so you can use Dex, plus archery style for +2 to hit (you will hit more often than with a melee thrown weapon), thrown weapon fighting style for +2 damage so you will probably be out damaging a thrower with a hand axe or something.
if you end up in melee, yeah your worse off. But drawing a weapon is a free interaction so there is that. Your hands will probably be free since thrown weapon fighting style allows you to draw as part of the attack, so no juggling
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
As a tabletop rule we used to go with str minus the weapon weight times 3 for distance in ft.
Finesse weapons got to add the bonus the player wanted to use either str or dex.
Weapons not designed to be thrown normally did not get a bonus.
Only the -5/+10 part of Sharpshooter doesn't apply to thrown weapons. You can still get the benefits of ignoring cover and drastically extending the range of your throws.
D&D needs a discus, a battle discus. Maybe even a full on rotational force fighting style for it, the hammer, and shot put ...
And these will be strength ranged weapons....
Jander Sunstar is the thinking person's Drizzt, fight me.
Fair point, particularly since most thrown ranges are terrible.
Hitting the guy through the arrow slit with a thrown dagger looks great on film!
And you'd get Proficiency with them if you took the Athlete Feat (it might as well be good for SOMETHING!)
Thrown weapons were really just dumped into 5e without much consideration, and as such it's hard to make them viable. The fighting style helps a lot, but there's still the issue of magic weapons. The vast majority don't return, so you just throw your prize weapon once and then it's back to mundane javelins or whatever. And hopefully that retreating hobgoblin doesn't take your weapon with him...
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Don't you HATE it when the BBEG filled with your magic arrows falls into the raging river?
Crossbow Expert can help when you are very close to targets.
(I think that's stupid but it is RAW)
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
sorry, meant to quote.
It applies to darts, however, since they are ranged weapons and not melee weapons with the thrown property. The damage isn't the greatest, but again, it's about the +10 not the damage of the weapon.
You are correct on all the other thrown weapons out there, as far as I know.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I've always been inspired by this scene when thinking about knife fighters:
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Thrown range is ridiculously low.
Look at the baseball field. Its 90 ft from base to base and everyone can throw that far if they have average strength. Some pro players can throw over 200 ft easy.
A US football field is marked in yards with 10 yard lines. Who can not throw 10 yards? that is 30 ft.
Thrown ranges have both a short range and a long range for a reason, since your accuracy tends to drop off after a point. And there's a quite a bit of difference between throwing a ball upfield to a teammate who wants to catch it and throwing a weapon at an enemy who doesn't want to get hit by it.
javelins have 30/120ft range, which might tie in closer to tossing an American football.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I think monk is the best option for thrown weapons. As a monk weapon, you can improve the damage dice of darts as you level up. Kensei monks can use their bonus action to give it an extra 1d4 damage without using ki, plus one attack can get an extra MA die roll. Staying at range is actually really nice as a monk bc of deflect missile, plus if you get run up on, you're still a monk and they can still catch these hands. A 2 level dip into ranger gives you hunters mark and the fighting style, plus 1 level into fighter can get you the archery style since that also works with darts. It's still not better than other ranged options or anything super meta, but it's at least viable.
Nice in theory, but when you build it out... take level 11 as an example. You've invested 3 levels in other classes, so you're monk 8. That means your darts are 1d6 instead of 1d4, and the kensei gives you another 1d4, for a total benefit of 4.5 extra damage on average.
But by now a straight fighter is making three attacks, and the third one is going to be something like 1d4+7 or so, which is 9.5 extra damage on average. They've also got an extra feat to grab that extra fighting style, and something like Battlemaster contributes a lot more than Kensei.
It's not a terrible way to go, but it sounds a lot better initially than what it turns out to be. Monk progresses very slowly and desperately needs its ASIs, so dipping into other classes makes for a tough time.
At any rate, I recommend the following house rules if you want to make thrown weapons less terrible in 5e:
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm