Rogue
Base Class: Rogue

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Quick Tricks

When you choose this archetype at 3rd level, you begin to learn how versatile a thrown weapon can be by performing tricks while throwing them. 
You learn three Quick Tricks of your choice, many of which enhance an attack in some way. However, you can only use one trick per attack. 
You learn one additional trick of your choice at 7th, 10th and 15th level. Each time you learn a new Quick Trick you can replace one trick you already know with a different one. 
You can perform a number of Quick Tricks equal to the number of Sneak Attack Die. You regain your Quick Trick shots on a short or long rest. 

Quick Tricks

Second Shot: You can make an additional attack with a thrown weapon. You can target either the same creature for both attacks or two different targets within 10 feet of one another.

Banked Throw: You angle your thrown attack, bouncing the weapon off of a surface or object, causing it to ignore half or three-quarters cover. 

Ankle Strike: You specifically target a creatures ankle or feet, causing the its speed to be reduced by half until the end of its next turn. 

Deflecting Strike: As a reaction, you can throw a weapon at a missile or ranged attack that passes within 10 feet of you. If your attack roll is greater than the targeted attack it is deflected and misses its target. 

Boomerang: After striking a target with a thrown weapon attack, your weapon rebounds in an arc and returns to you. 

Tactical Edge: You throw your weapon with a masterful twist causing it to twist in the air and connect with your target causing either slashing, bludgeoning or piercing damage, your choice. 

Empowered Shot: You throw your weapon with great vigor, you add your Strength modifier as well as Dexterity modifier to the damage of this attack. 

Versatile Shot: You can throw any weapon as if it had the Thrown property (range 20/60) and Finesse weapon properties. 

Sharp Striker

Starting at 3rd level, you can draw and throw a weapon with the thrown property as a single action and attacking at long range does not impose disadvantage. 

Stead Hands

Starting at 9th level, you can throw weapons at targets within 5 feet without suffering disadvantage on the attack roll. 
Further, you can forego you full movement to steady you aim. While focused on aiming, you can double your proficiency bonus on your first thrown attack roll this turn. 

Sharpened Senses

At 13th level, you gain proficiencies with the Acrobatics and Perception skills. If you are already proficient with these you can double your proficiency bonus. 
Additionally, you can engage in two weapon fighting with your thrown weapons as if you had the Two Weapon Fighting style. You can add add your ability modifier to the damage of the off-hand thrown weapon. 

Quick Shot

Starting at 17th level, while aiming as a result of Steady Hands, you can throw a second weapon as part of the one aimed attack action. 
If your aimed attack is also a sneak attack both thrown attacks hit simultaneously and you add Sneak Attack damage to both thrown weapon attacks. 

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