Base Class: Fighter
The Magnetic Warrior blends martial prowess with mysterious force manipulation, specializing in thrown weapons like javelins, handaxes, and daggers. With uncanny control, they can magnetically draw weapons back to their hand after a throw or cause them to stick in a target, disrupting movement and tactics. Each throw becomes more than an attack—it’s a tool for battlefield dominance. Whether fighting at range or weaving between enemies in close quarters, Magnetic Warriors adapt with versatility, keeping their weapons in constant motion and under perfect control.
Great Thrower Master
At 3rd level, you master the fluid, forceful rhythm of dual-wielding thrown weapons, turning swift strikes into a deadly barrage.
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You can draw or re-equip one-handed weapons with the thrown property from your inventory without using any action.
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When you hit a creature with a melee or ranged weapon attack that deals piercing or slashing damage, you can choose to latch the weapon into the target. A latched weapon remains embedded in the creature until it is removed (as an action). The weapon cannot be used again until it is recalled.
Magnetic Recall
Also at 3rd level, you gain the ability to manipulate metal with magnetic force. As a bonus action, you can recall all metal weapons that you have previously thrown.
If any of the weapons are stuck in a creature, the creature takes damage equal to the weapon's damage die for each weapon recalled.
Geovision
At 7th level, you can feel magnetic pulses in the ground beneath you. As an action, you can touch the ground and perceive any movement within 1,000 feet of you. This sense only detects creatures or objects that are directly moving on the ground (not flying or swimming).
You can maintain this sense for 1 minute. After using this feature, you must complete a short or long rest before you can use it again
Close Weapon Proximity
At 10th level, you can unleash a rapid barrage of thrown weapons at nearby foes. Choose any number of creatures within 5 feet of you. You can make a thrown weapon attack against each creature, using weapons from your inventory. You can use this action once per short or long rest.
You cannot target any single creature more than three times, and you must have enough weapons available to make each attack. Each attack uses your normal attack and damage rolls, and all attacks are made as part of the same action.
Return to sender
At 15th level, If you are attacked by a weapon made of metal, as a reaction, the Attacker as to make a STR saving throw.
On fail, You can redirect the damage back to the attacker.
Sharpshooter
At the start of each of your turns, if you haven’t moved since the end of your last turn, your thrown weapon attacks have their range doubled for that turn. Additionally, your weapon attacks score a critical hit on a roll of 19 or 20 while this condition applies.
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