Rogue
Base Class: Rogue

“The two bandits scan the bar as they enter, looking for someone that might be weak enough to surrender their coin pouch to them. At the end of the bar, they notice a half-elf man dressed in a long cloak made out of raven feathers, sitting all alone in silence. The two bandits, feeling lucky, decide he looks like an easy enough target. But as they begin to approach, they catch the subtlest bit of movement from the half-elf. They barely manage to utter a single word before they fall dead on the floor, each one with a black steel dagger embedded in their forehead.”

Bladethrowers are unparalleled in terms of lethal precision with thrown weapons, always ready to send a shower of sharp steel at a potential enemy. Whether they use the classic dagger or something more brutal like a hand-axe, bladethrowers should never be trifled with. Only a fool would think they’re safe because they’re far away or positioned behind some cover.

Adept Marksman

Beginning when you choose this archetype at 3rd level, you’ve become an expert at handling thrown weapons. You can draw a weapon that has the thrown property as part of the attack you make with the weapon, and can apply your Sneak Attack damage to any attacks you make with a thrown weapon. All other rules for Sneak Attack still apply.

Additionally, attacking at long range with a weapon that has the thrown property does not impose disadvantage on the attack roll.

Trickshots

Also at 3rd level, you’ve learnt a number of so-called “trickshots”; deadly and effective maneuvers you can utilize with a thrown weapon. You learn three trickshots at 3rd level and can pick an additional trickshot at 7th level, 10th level and 15th level. The trickshots can be applied to any attack you make with a thrown weapon, but only once per turn. You can use a number of these trickshots equal to your Dexterity modifier per short rest.

Banked Throw

You angle your thrown weapon, ricocheting it off a surface or object, causing your attack roll to ignore half cover and three-quarters cover.

Bleeding Throw

You throw your weapon at a specific angle to make it slash into your target as it hits them. The attack deals slashing damage instead of its normal damage type, and on a successful hit, the target suffers additional slashing damage at the beginning of its next turn equal to your Dexterity modifier.

Blinding Throw

You carefully aim your thrown weapon at your target’s eye. If the attack hits, the target is blinded until the end of their next turn.

Bouncing Throw

You angle your thrown weapon perfectly, allowing it to bounce back in the event that you miss. If the attack roll against your target misses, you can immediately reroll it.

Concealed Throw

As part of the attack you make with your thrown weapon, you can roll a Dexterity (Sleight of Hand) check contested against your target’s Wisdom (Perception) check. If you succeed, you have advantage on the attack roll.

Dazing Throw

You perfectly angle your thrown weapon to cause the blunt side of it to hit your enemy. The attack deals bludgeoning damage instead of its normal damage type, and on a successful hit the target suffers disadvantage on the next attack roll or ability check it makes.

Disarming Throw

You carefully aim your thrown weapon at whatever your target is holding, hoping to knock it out of its hands. If the attack hits, the target must immediately drop the weapon or items it is holding at its feet.

Impairing Throw

You carefully aim your thrown weapon at a creature's leg. If the attack hits, the creature has its speed halved until the end of your next turn.

Piercing Throw

Before you make an attack with a thrown weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Returning Throw

You angle your thrown weapon in such a way that it perfectly ricochets off a nearby surface after the attack, returning to your hand whether or not the attack hits.

Twin Throw

You make an attack with a thrown weapon against a creature within range. If the attack hits, you can immediately make another thrown weapon attack against a different creature that is within 10 feet of the original target as part of the same action.

Deft Retrieval

Starting at 9th level, you’ve learnt how to quickly salvage your thrown weapons. As part of any movement you make, you can automatically retrieve any of your thrown weapons within 10 feet of where you move.

Additionally, you have advantage on Dexterity (Sleight of Hand) checks you make to conceal thrown weapons.

Punishing Blade

At 13th level, you can let your thrown weapons fly with an unrivaled level of speed and accuracy. As a reaction to yourself or a creature within 30 feet of you taking damage from a ranged attack, you can make a thrown weapon attack against the attacker provided they’re within range. On a successful hit, the target takes additional damage equal to your proficiency bonus.

You cannot apply your Trickshot feature to this attack.

Sharp Critical

Starting at 17th level, your prowess with thrown weapons has become legendary. You score a critical hit with thrown weapons on a roll of 19 or 20, and can roll your thrown weapon’s damage dice one additional time and add it to the extra damage of a critical hit.

Previous Versions

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