Base Class: Rogue
Throwguards are experts at protecting through...throwing things. With an innate ability for throwing weapons of all types and using Throw-tective Techniques to expand upon their capabilities, they have impeccable aim with a vast assortments of weapons, be it a dagger, a hand axe, or even a mundane playing card. However, their ability to attack well at range does not stifle their effectiveness up close, where they are able to protect themselves and, more importantly, their Clients, whoever they may be at the current time.
Level 3: Bonus Proficiencies
At 3rd level, you gain proficiency in any weapon with the thrown property and in shields as your designation is focused on protection, defense and ultimately carrying out your duty. You are also able to traverse along walls too, as you were designed with vertical encounters in mind, gaining a climbing speed equal to your walking speed. This speed increases by half your walk speed at 9th level.
Level 3: Throw-tective Techniques
Starting at 3rd level, you gain an amount of “Throw-tection Points” equal to your level. These Throw-tection Points will be the forefront of your Throw-tective Techniques.
Assigned Duty - Whenever you roll initiative, or at the end of a short or long rest, you can designate a number of friendly creatures equal to your Proficiency Bonus to be your Clients. You gain Sneak Attack against a target if one of your Clients is within 5 feet of it or it has been damaged by one of your Clients.
Implanting - If you or a Client deal damage to a hostile creature with a weapon attack roll or spell, you may apply the Implanted condition on the creature. Implanted creatures take damage equal to your Proficiency Bonus at the start of their turn. A creature can use its Action, or replace one attack made as part of the Attack action or a Multiattack, to safely remove the Implanted weapon piece, ending the condition.
Performance Bonus - Once per round, if an Implanted creature dies, you may regain one Throw-tection point. And whilst you have a Client, attacks you make with throwing weapons are considered magical for the purposes of overcoming resistances.
If a Throw-tective Technique requires a save to be made, then the DC of that save is equal to 8 + your Proficiency Bonus + your Dexterity Modifier. You learn three Throw-tective Techniques of your choice. You learn two additional Techniques of your choice at 9th, 13th, and 17th level:
- Rip and Return - You may expend one Throw-tection Point to forcefully extract the implanted magical ember or weapon piece from an Implanted creature you can see within 60ft and pull it toward you (No action required). It, and any hostile creatures in a 5ft wide line between you and that creature must make a Dexterity saving throw or take damage equal to 1d4 plus your Dexterity modifier.
- Getaway Boosters (1 Point) - You may expend one Throw-tection point as a bonus action to give you and one Client within 30ft of you a 15ft bonus to your Speed, lasting for 1 minute. This Technique may be activated on the same turn as another Technique.
- Swift Switchout (2 Points) - If a Client would be the target of an attack or subject to a saving throw and is within 30ft of you, you may expend two Throw-tection points as a reaction in order to teleport, swiftly switching your positions before the effect lands. You then are subject to the result of the attack roll or must make the save in their stead.
- Thrown Vengeance (2 Points) - If you or a Client within 30ft of you is hit by an attack roll from an Implanted creature, you may expend two Throw-tection points as a Reaction to make one ranged attack with a weapon with the thrown property against that enemy. You can apply your sneak attack to this attack, unless you have disadvantage on the attack roll.
- Look at The Flick of The Wrist (1 Point)- You may expend one Throw-tection point to gain advantage on intimidation, persuasion, or deception checks, as you use your dexterous hands to (somehow) curry favour with them, instill fear into their being, or divert their attention.
- Throw-tection Complete! (1 Point)- If an Implanted creature within 30ft of you or a Client dies, you may expend 1 Throw-tection point to grant temporary hit points to you and all Clients within 30ft of you equal to the sum of your Dexterity Modifier and your Proficiency Bonus.
- Guardian Shield (2 Points) - By expending two Throw-tection points as a Bonus Action, you may Doff an equipped shield and allow it to orbit you, freeing your hand. When you use this Technique, choose yourself or one Client within 30 feet. Whenever the chosen target is attacked, subtract 1d4 from the attack roll as the shield flies to deflect the danger. This effect lasts until the end of your next turn, at which point the shield returns to your free hand and you Don it again. If you do not have a free hand, it attaches to your back until you use a Bonus Action to Don it again.
- Ricochet Thro-tocol (1 Point) - When you hit a creature with a thrown weapon attack, you may expend one Throw-tection point to bounce the weapon toward a second target. Make another ranged weapon attack against a different creature within 10 feet of the original target. You cannot apply Sneak Attack to this secondary hit.
- Pinned down (2 Points) - When you Implant a creature, you can attempt to pin them to the floor or a nearby wall by expending two Throw-tection points. The creature must succeed on a Strength saving throw or it's speed becomes 0 until the Implanted condition is removed. At the end of each of it's turns, it makes the save again, ending the effect on a success (The creature is still Implanted).
- Intercepting Throw (1 Point) - You expend two Throw-tection points as a Reaction when a Client within 30 feet is hit by a ranged weapon attack. You can throw a weapon to intercept the projectile. Roll your weapon's damage die + your Dexterity modifier and reduce the incoming damage by that total.
Level 9: Upgrades people, Upgrades.
Starting at the 9th level, your above-par performance in protecting your Clients has unlocked the latent throw-tential within, upgrading your instrinsic abilities. The damage die for your ranged weapon attacks made with thrown weapons increases by one step (for example, a d4 becomes a d6, to a maximum of a d12). When an Implanted creature dies, you may expend 2 Throw-tection points to siphon its dissipating energy, restoring hit points equal to your Rogue level to yourself or one Client within 60 feet. The range of your previous Thr0w-tection Techniques are doubled. Once per round, you can use a Throw-tective Technique that requires a Reaction without expending your actual Reaction. If a Technique used in this way involves making an attack roll, you cannot apply your Sneak Attack damage to it.
Level 13: Updated Throw-tocols
Starting at 13th level, your efforts manifest the unlocking of even further latent potential, as your protective training brreaks through, granting access to an upper echelon of Techniques, some refined versions of previous Techniques, and some entirely original:
Rip, Rend and Return (Replaces Rip and Return) (1/2/3/4 Points) - As an Action, you may expend up to 4 Throw-tection points to violently extract the implanted piece from Implanted creatures within 60 feet. They take slashing damage equal to 2d6 plus your Dexterity modifier per point spent. This damage affects any hostile creatures in a 5ft line from an Implanted creature affected by this Technique.
Booooooooooooooost! (Replaces Getaway Boosters) (3 Points)- You may expend 3 Thr0w-tection points as a bonus action to give yourself and one of your Clients +15ft to their Speeds, then apply a fly and swim speed equal to their new current Speed for 1 minute.
S.E.M (Shared Evasive Maneuver) (2/4 Points)- As a Bonus Action, you may expend 2 Thr0w-tection points to Dodge, and spend an additional 2 points to apply the benefits of your Dodge to one of your Clients.
Ouch Preventer (Replaces Shield Guardian) (4 Points)- As a Bonus Action, you may expend 4 Throw-tection points to Doff an equipped shield and shatter it into magical fragments that orbit you and up to two Clients within 30 feet. For 1 minute, you and the chosen Clients gain the shield's AC bonus. This effect ends early if you are incapacitated, or if you use a Bonus Action to recall the fragments and Don the shield again.
Gag Order (3 Points) - As a Reaction when a creature you can see within 60 feet begins casting a spell, you may expend 3 Throw-tection points to make a ranged weapon attack against them with a thrown weapon. If the attack hits, the creature must succeed on a Constitution saving throw against your Throw-tection DC. On a failed save, the creature's casting is interrupted; the spell fails and has no effect, but the spell slot is still expended.
Swift Get-The-Hell-Away-From-That (Replaces Swift Switchout) (3 Points) - As a Reaction when a Client within 60 feet of you is subjected to an effect that requires a Dexterity saving throw, you may expend 3 Throw-tection points to throw a blunted tether-weapon at them. You instantly pull the Client up to 15 feet in a straight line toward you. If this movement pulls them completely out of the effect's area of effect, they automatically succeed on the saving throw and take no damage.
Level 17: None to Tell the Tale
Starting at 17th level, your clientele requires a level of protection unexhibited by you previously. As such, you adjust the latent potential within your body, and combine it with the even further upgraded drivers you receive at this level, to deal out a pure maelstrom of death and dismantling, with your client in the eye of the storm, protected from harm. You gain access to the Ultimate Thr0w-tection Technique, hidden from you until now, as it has been decided you have excelled and gone beyond what is required of your duties:
Ultimate Thr0w-tection - As a Bonus Action, you may expend 10 Throw-tection points to hone your senses to a hyper-lethal degree. For the next minute, you gain these benefits:
- Whenever you take the Attack action on your turn, you can make an additional attack.
- If you roll a 1 on any sneak attack die, it is automatically treated as a 2.
- Your Speed is doubled.
- The first Technique you use is free. This resets at the beginning of each of your turns.
- If you deal Sneak Attack damage to an Implanted creature, you may deal an extra 3d6 Sneak Attack damage to the creature.
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Your blindingly fast movements and ricocheting weapons create a protective perimeter. Any Client within 30 feet of you gains the benefits of half cover (+2 to AC and Dexterity saving throws).
Previous Versions
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