Base Class: Fighter
You are a savant in the application thrown weapon combat, and have used this to befriend the Warrior Jars, who have taught you the ancient art of cracked pot crafting. With these new items in your arsenal, you are nigh unstoppable, and if the jars weren't enough to carry you to victory, the other techniques these master martial artists have in store for you will.
Thrown Weapon Training
Your time with the Warrior Jars has turned you into a thrown weapon aficionado, and you have the skills to prove it. Upon taking this martial archetype, you immediately acquire the Thrown Weapon Fighting fighting style. If you already have the Thrown Weapon Fighting fighting style, you may learn any other fighting style of your choice from the Fighter class.
Cracked Pots
At 3rd level, you have learned how to make Cracked Pots and store them with magical effects. A cracked pot is a martial ranged weapon with the finesse and thrown properties. It does 1d6 bludgeoning damage to the creature it is targeting and if stored with a magical effect, executes it before magically returning to you. The number of pots you have is equal to your proficiency bonus. Pots can be refilled during a short or long rest. At 3rd level, you may learn how to craft 3 of the following jar types:
Fire Pot- The target and every creature within 5 ft of the target take 1d6 fire damage. This damage increases to 2d6 at 10th level.
Oil Pot- The target becomes the center of an effect completely similar to the grease spell, with the exception that this effect cannot be effected by counterspell. If any creature that has crossed through this area takes fire damage within the next minute, that fire damage is doubled.
Lightning Pot- The target and every creature within 5 ft of the target take 1d6 lightning damage. This damage increases to 2d6 at 10th level.
Holy Water Pot- The target and every creature withing 5ft of the target take 1d4 radiant damage. This damage increases to 2d6 at 10th level. This pot also triggers any effect that is brought on by Holy Water.
Poison Pot- The target takes 1d6 poison damage and must make a constitution saving throw against the DC associated with the modifier used to make the attack. This damage increases to 2d6 at 10th level.
Blood Pot- The target takes 1d4 bleed damage. At 10th level, this becomes 1d4+2 bleed damage.
Sleep Pot- The target takes 1d4 force damage. The target and all desired creatures within 5ft of the target are under an effect similar to the sleep spell, with the exception that this effect cannot be affected by counterspell. At 10th level, the damage to the target increases to 2d4, and the sleeping effect is treated as if it was cast using a spell slot of 5th level.
Magic Pot- The target takes 1d4 force damage, and neither the target nor any creature within 5 ft of the target can benefit from any hit points being restored until the end of your next turn. If a spell is cast or a potion is used that would restore hit points, the potion or spell slot is consumed, but no effect is had. At 10th level, this damage increases to 2d4 force damage, and the time in which healing cannot be restored is 2 rounds instead of one.
Cold Pot- The target and every creature within 5 ft of the target take 1d6 cold damage. This damage increases to 2d6 at 10th level.
Improved Jars
At 7th level, you have nearly perfected the art of crafting a Cracked Pot. The bludgeoning damage caused by your Cracked Pots is now considered magical for the purpose of overcoming resistances and immunities to nonmagical bludgeoning damage. In addition to this, your Cracked Pots gain a +1 bonus to attack and damage rolls and you may select an additional (4th) pot choice.
Better Filling
At 10th level, you have mastered the art of infusing magic into the Cracked Pots you have created. All of your Pot options have increased abilities and you may select an additional (5th) pot choice. The bonus for your Cracked Pots is increased to a +2 to attack and damage rolls.
Jar Feast
You are becoming more attuned to the lifestyle of the Warrior Jars by the day, but not even you could have imagined picking up this practice. Starting at 15th level, you have determined how to channel the strength of the fallen into your own strength. As an action when next to a corpse of any kind, you can put parts of the deceased into your jars and refill up to 3 expended jars and regain 2d10 hit points, any overflow past your maximum hit points can be turned into temporary hit points. You may only do this only twice per long rest. In addition, the bonus to your attack and damage rolls with Cracked Pots is increased to +3.
Jar Spirit
You are finally a kindred spirit of the Warrior Jars. Starting at 18th level, as a bonus action, you may shout a hearty word of praise or a battle cry. All allies with 15 ft (including yours) have advantage on attack rolls, ability checks, and saving throws until the beginning of your next turn. This feature can be used a number of times equal to your Charisma modifier per long rest.
Comments