Fighter
Base Class: Fighter

The thrower uses their excellent hand-eye coordination to throw anything and everything with extreme precision and power. Sometimes, this breaks the weapons, losing the weapon but causing much more damage.

Good Arm

Starting at 3rd level, you have proficiency with improvised weapons, and all weapons, including improvised weapons, have the thrown property with a range of 10* your proficiency bonus/30* your proficiency bonus, though some take more strength to throw than others. Light weapons do not have a strength prerequisite, normal weapons have a strength prerequisite of 14, and heavy weapons have a strength prerequisite of 18.

Good Eye

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier +your fighter level. If you reduce the damage to 0,you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies. You do this a number of times equal to your proficiency per short or long rest.

Keen Throw

Starting at 7th level, you can retrieve any weapon you’ve thrown, even if you miss, so long as the weapon isn’t destroyed. Additionally, you can draw multiple weapons in the same attack action, as long as they are immediately thrown.

Power Throw

Starting at 10th level, you can expend one of your extra attacks to add the damage of your Good Arm ability’s attack an additional time and the enemy is treated as vulnerable to the attack, but it destroys the weapon you used at the end of the round. It must be purchased or otherwise reacquired before you can use it again.

Penetrating Throw

Starting at 15th level, your attacks cut through enemies. All creatures in a line a number of feet long equal to 5 * your proficiency bonus must make a Dexterity saving throw or take your weapon’s damage.

Magic Weapon Burst

Starting at 18th level, when you use Power Throw with a magic weapon, it explodes, dealing force damage within a 30-foot radius of the target. All creatures within range must make a Dexterity saving throw or take damage according to the chart below. If the weapon thrown is very rare or legendary, then the explosion is treated as if it has the vorpal property.

Magic Weapon Burst Damage

Rarity Damage
Common 2X max damage of the weapon
Uncommon 3X max damage of the weapon
Rare 4X max damage of the weapon
Very Rare 5X max damage of the weapon
Legendary 6X max damage of the weapon

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