Rogue
Base Class: Rogue

The throwing arts, an arcane discipline that weaves magic into weapon throws, are a very elusive field of magic. Rogues who study these arts are known as Blade Slingers, masters of thrown weaponry and specifically, magnifying it with the power of the arcane. their unparalleled skill and precision often lands them work in crime, but never take one as a fool, as it wil be the last mistake you ever make.

Steady Slinging

When you choose this archetype at 3rd level, any weapon with the thrown property's range is doubled. In addition, you can draw a weapon that has the thrown property as part of the attack you make with the weapon. Lastly, when thrown, your thrown weapons come back. 

Arcane Arm

At 3rd level, you learn to use Throwing Arts to empower some of your throws. When you gain this feature, you learn two Throwing Arts of your choice (see “Throwing Arts” below).

Once per turn when you throw a thrown weapon as part of the Attack action, you can apply one of your Throwing Arts to that weapon. You decide to use the option before the weapon hits a creature. You can use a number of these arts equal to your Intelligence modifier (minimum of 1) per short or long rest.

Saving Throws. Some of your throwing arts require your targets to make a saving throw to resist the art’s effects. The saving throw DC is calculated as follows:

   Throwing Art save DC = 8 + your proficiency bonus + your Intelligence modifier

You gain an additional Throwing Art of your choice when you reach certain levels in this class: 9th, 13th, and 17th level. Your throwing art’s damage also improves at 9th and 17th level.

Speedy Slinger

Starting at 9th level, you can throw an extra weapon on your turn. This weapon must have the Light property. you can throw one additional weapon at 13th level

Deadly Accuracy

By 13th level, you know where to hit and how much it will hurt. Your thrown weapon attacks score a critical hit on a roll of 19 or 20. You also gain another attack.

Signature Art

When you reach 17th level, you have mastered a single art and can perform it with ease. This art is called your signature. Pick one of your previously selected options to use at will.

Chaos Master

You can use unstable throw at will.

Dazzling Master

You can use hazing throw at will.

Defending Master

You can use shielding throw at will.

Moon Master

You can use umbral throw at will.

Planar Master

You can use portal throw at will.

Toxic Master

You can use foaming throw at will

Tracking Master

You can use seeking throw at will.

Vampiric Master

You can use leeching throw at will.

Throwing Arts

These throwing arts are presented in alphabetical order.

Foaming Throw

When this weapon strikes its target, evocation magic releases a dense acid foam that sticks to the target. The creature hit by the weapon takes an extra 1d8 acid damage and is restrained. On each of its subsequent turns until it escapes, it also takes the damage. The target can use its action to escape the foam with a successful Strength (Athletics) check against your Throwing art save DC. Otherwise, the foam lasts for 1 minute or until you use this option again.

This art’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8)

 

Hazing Throw

By imbuing your weapon with enchantment magic, you overwhelm your target psyche. On a successful strike, the target takes 1d8 psychic damage and succeed a wisdom saving throw or their mind is hazed for minutes equal to your intelligence modifier. During this period, they are effectively poisoned.

This art’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8)

Leeching Throw

Necromantic energy permits your weapon to rip health from your ennemies and gain it yourself. On a hit, the target takes an extra 1d8 necrotic damage and you gain that amount in temporary hit points.

This art’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8)

Portal Throw

Your conjuration magic allows your weapon to displace it’s target. On a hit, a portal opens, dealing 1d8 force damage and teleporting the target to a point you can see within 30ft, and 60ft when you reach 17th level

This art’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8)

Seeking Throw

Using divination magic, you grant your weapon the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The weapon flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the weapon to travel to the target, the target must make a Dexterity saving throw. Otherwise, the weapon disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the weapon, plus an extra 1d4 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

This art’s damage increases by 1d4 when you reach 9th level (2d4) and 17th level (3d4)

Shielding Throw

As a reaction to an enemy making an attack roll against an ally, you can throw a weapon infused with abjuration magic. Make an attack roll and if you beat the attacker’s roll, the ally is shielded and the attacker takes 1d8 force damage

This art’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8)

Umbral throw

You shroud your weapon in shadows of illusion magic. On a hit, the shadows lash out at the target, which takes 1d8 psychic damage. The target must succeed a wisdom saving throw or be stunned until the end of it’s next turn. These shadows also attack it’s allies within 5ft, dealing psychic damage equal to your intelligence modifier. At 17th level, this range increases to 15ft.

This art’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8)

Unstable Throw

You overwhelm your weapon with transmutation magic, pushing it in and out of reality. The weapon ignores cover and passes through objects with ease. When the attack hits it’s target, it takes 1d8 force damage and you roll 1d4 to determine an extra effect.

 This art’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8)

1

The target becomes magnetic. Every metal object of 25lbs or less in a 15ft area is attracted to it and it takes 1d4 bludgeoning damage for every 5lbs

2

The target must succeed a constitution saving throw or be lifted up 20 feet in the air

3

One of the target’s appendages grows or shrinks (your choice) to the point of being unusable until your next turn.

4

The target is crushed by an overwhelming force. It takes 1d8 force damage and must succeed a constitution saving throw or have it’s movement speed halved until the beginning of your next turn

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