At level three, your skill with throwing daggers becomes unparalleled. You gain expertise with daggers when using them as a thrown weapon.
Lv. 3: Arcana Field
Starting at level three, you can begin to manipulate the weave to guide your attacks without your own hands. As a bonus action, you can create an Arcana Field. It holds a number of charges equal to a number of daggers you provide up to your Intelligence modifier (minimum of 1). This lasts for 1 minute, and abides by concentration rules. It ends early if you are incapacitated, if you use two hands to make an attack with a weapon or if you run out of charges. You can also dismiss the Arcana Field at any time (no action required).
While the Arcana Field is active, it remains centred on you. When a creature comes within 5ft of you, you can choose to force them to make a dexterity saving throw with a DC equal to 8 + your proficiency bonus + your intelligence modifier. On a fail, they take 1d6+your intelligence modifier piercing damage, are pushed 5ft back, and you use one of your charges
As an action while the Arcana Field is active, you can shoot one of your daggers, using a charge. If this occurs, all creatures in a 15ft line must make a dexterity saving throw with a DC equal to 8+your proficiency bonus+your intelligence modifier. On a fail, they take 1d6 piercing damage and 1d6 force damage. On a success they take half as much damage.
The dagger then remains in stasis at the end of the line until the Arcana Field falls. As an action, you can recall the dagger, as if shooting the dagger, but directed towards you. You do not take damage from this. After this, the dagger loses its magic and falls into you hand, onto the ground, or into a sheath (your choice).
When you reach certain levels in this class, your damage die for the Arcana Field increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
You can create an Arcana Field a number of times equal to your intelligence modifier (minimum of 1).
You regain all uses at a long rest.
Lv. 9:
From level 9, the number of times you can use your Arcana Field increases to twice your intelligence modifier.
From Level 9, you can manipulate the weave further to shatter the fabrics that make up the magics. When your Arcana Field is active, you can choose to use a charge and consume a dagger in arcane fire, causing a burst of magical energy 30ft away from you.
All creatures in a 10ft sphere of a point you can see within 30ft must make a dexterity saving throw against a DC equal to 8+your proficiency bonus+your intelligence modifier. On a fail, they must take 4d4 magical piercing damage, and have their speed reduced by 10ft until the start of your next turn. As well as this, any spells cast from within this area have disadvantage on their effects until the start of your next turn.
Lv. 13:
From level 13, you can choose to teleport to any of your daggers currently held in stasis after being shot. You can do this a number of times equal to your proficiency bonus +2
You can also shoot them up to a distance of 30ft.
Lv. 17:
From 17th Level, you can take 2 actions. You can still only use your Dash, Disengage, or Hide once as an action. You also still only have one bonus action.
The number of charges you can store with your Arcana Field doubles, and the number of times you can use your Arcana Field increases to 3 times your Intelligence modifier.
Dagger Thrower:
Subclass Of Rogue
Lv. 3: Dagger Expert
At level three, your skill with throwing daggers becomes unparalleled. You gain expertise with daggers when using them as a thrown weapon.
Lv. 3: Arcana Field
Starting at level three, you can begin to manipulate the weave to guide your attacks without your own hands. As a bonus action, you can create an Arcana Field. It holds a number of charges equal to a number of daggers you provide up to your Intelligence modifier (minimum of 1). This lasts for 1 minute, and abides by concentration rules. It ends early if you are incapacitated, if you use two hands to make an attack with a weapon or if you run out of charges. You can also dismiss the Arcana Field at any time (no action required).
While the Arcana Field is active, it remains centred on you. When a creature comes within 5ft of you, you can choose to force them to make a dexterity saving throw with a DC equal to 8 + your proficiency bonus + your intelligence modifier. On a fail, they take 1d6+your intelligence modifier piercing damage, are pushed 5ft back, and you use one of your charges
As an action while the Arcana Field is active, you can shoot one of your daggers, using a charge. If this occurs, all creatures in a 15ft line must make a dexterity saving throw with a DC equal to 8+your proficiency bonus+your intelligence modifier. On a fail, they take 1d6 piercing damage and 1d6 force damage. On a success they take half as much damage.
The dagger then remains in stasis at the end of the line until the Arcana Field falls. As an action, you can recall the dagger, as if shooting the dagger, but directed towards you. You do not take damage from this. After this, the dagger loses its magic and falls into you hand, onto the ground, or into a sheath (your choice).
When you reach certain levels in this class, your damage die for the Arcana Field increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
You can create an Arcana Field a number of times equal to your intelligence modifier (minimum of 1).
You regain all uses at a long rest.
Lv. 9:
From level 9, the number of times you can use your Arcana Field increases to twice your intelligence modifier.
From Level 9, you can manipulate the weave further to shatter the fabrics that make up the magics. When your Arcana Field is active, you can choose to use a charge and consume a dagger in arcane fire, causing a burst of magical energy 30ft away from you.
All creatures in a 10ft sphere of a point you can see within 30ft must make a dexterity saving throw against a DC equal to 8+your proficiency bonus+your intelligence modifier. On a fail, they must take 4d4 magical piercing damage, and have their speed reduced by 10ft until the start of your next turn. As well as this, any spells cast from within this area have disadvantage on their effects until the start of your next turn.
Lv. 13:
From level 13, you can choose to teleport to any of your daggers currently held in stasis after being shot. You can do this a number of times equal to your proficiency bonus +2
You can also shoot them up to a distance of 30ft.
Lv. 17:
From 17th Level, you can take 2 actions. You can still only use your Dash, Disengage, or Hide once as an action. You also still only have one bonus action.
The number of charges you can store with your Arcana Field doubles, and the number of times you can use your Arcana Field increases to 3 times your Intelligence modifier.
Could the lv.17 ability be used to make something super broken?