Fighter
Base Class: Fighter

While some believe that projectile weapons are the superior form of ranged combat, Huntsmen understand the value of a weapon delivered from afar by one's own hand. Huntsmen specialize in thrown weapons, throwing them farther with the same precision of a master marksman and the power of a raging barbarian.

Thrown Weapon Specialization

Starting when you choose this archetype at 3rd level, your mastery over throwing weapons grants you specialized abilities. The normal and long range of weapons with the Thrown property are doubled. If you throw a weapon while your other hand is empty or you are holding a net, the damage die of the weapon increases by one stage (1d4 becomes 1d6, 1d6 becomes 1d8, etc.) to a maximum of a d12.

Additionally, starting at 5th level, throwing a net only takes one of the attacks granted to you by the attack action. 

Huntsman’s Ingenuity

Also at third level, you gain proficiency in the Survival and Perception skills, along with an artisan's tool of your choice.

You can use these skills to craft weapons benefitting your fighting style. Over the course of one hour or as part of a short rest, you can craft one weapon with the Thrown property or a net, assuming you have materials on hand or could reasonably scavenge them. Any item crafted this way has a value of 1 GP. Nets crafted with this feature have an escape DC of 8 + Your Proficiency Bonus + Wisdom Modifier, and gain extra hitpoints equal to your wisdom modifier. 

Rapid Fire

When you reach 7th level, you add your proficiency bonus to your initiative.  When you use your action to make an attack with a thrown weapon, you can use your bonus action to make one additional attack with a thrown weapon. You can do this a number of times equal to your proficiency bonus. You regain all uses upon completing a long rest.

Lethal Pursuer

Upon reaching 10th level, when a creature you've hit with a thrown weapon attack moves out of the normal range of a weapon with the Thrown property that you are holding, you can use your reaction to move up to your movement speed towards that creature and then make one attack against them with a thrown weapon.

Sloppy Butcher

Starting at 15th level, your thrown weapons inflict devastating wounds, hit points lost to your thrown weapon's damage can be regained only through a short or long rest, or magical healing of fourth level or higher.

Savage Intent

At 18th level, your thrown weapon attacks score a critical hit on a roll of 19-20.

Blood Echoes

Upon reaching 18th level, whenever you score a critical hit on an attack with a thrown weapon, the target additionally suffers half of the damage from the attack at the end of its next turn.

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