Arcane Thrower (5e Class)
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Arcane Thrower
An Arcane Thrower uses the magical knowledge it has learned to transform the very weapons it uses into the damaging spells it wishes to cast. Many of these warriors prefer not to keep such magic close to them, causing these items to be thrown at enemies because they will always return anyway. These usually high ranking warriors study for years and practice endlessly to perfect their throwing arm, be it with knives, axes, spears, etc.
Creating an Arcane Thrower
Many of those that take this kind of rigorous training show dedication to many things they do at life making them dedicated to any task thrown their way that needs to be completed.
- Quick Build
You can make a arcane Thrower quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the soldier background. Third, choose 2 daggers, 5 daggers, Studded leather armor and an alchemist's pack as your starting equipment.
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Class Features
As a Arcane Thrower you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Arcane Thrower level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane Thrower level after 1st
- Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple Weapons, Trident
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose 2 from Arcana, Acrobatics, History, Insight, Investigation, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 daggers or (b) A spear
- (a) 5 daggers or (b) 5 hand axes
- (a) Studded leather armor or (b) Chain Shirt
- (a) An Alchemist's pack or (b) A Scholar's pack
Level | Proficiency Bonus |
Features | Invocations Known |
—Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Fighting Style, Elemental charge | — | — | — | — | — | — |
2nd | +2 | Spell Casting, Arcane invocations | 1 | 2 | — | — | — | — |
3rd | +2 | Master of throwing | 1 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 2 | 4 | 2 | — | — | — |
6th | +3 | Master of throwing feature | 3 | 4 | 2 | — | — | — |
7th | +3 | Status Resistance, Elemental charge upgrade | 3 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 2 | — | — |
10th | +4 | Master of throwing feature | 5 | 4 | 3 | 2 | — | — |
11th | +4 | Additional master of throwing | 5 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 3 | — | — |
13th | +5 | — | 6 | 4 | 3 | 3 | 1 | — |
14th | +5 | Master of throwing feature | 7 | 4 | 3 | 3 | 1 | — |
15th | +5 | Foresight | 7 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 8 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 8 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Elemental Fury | 9 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 9 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Singular Focus | 10 | 4 | 3 | 3 | 3 | 2 |
Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again.
- Throwing Arm
You gain a +2 bonus to attack rolls when you make a ranged weapon attack with a weapon that has the thrown property.
- Close Quarters Thrower
You are trained in making ranged attacks at close quarters. When making a ranged attack with a weapon that has the thrown property while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. If you start your turn within 5 feet of an enemy, you can move without provoking an Attack of Opportunity from those creatures.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Strong Throw
You gain a +2 bonus to damage rolls you make with a ranged weapon attack with a weapon that has the thrown property. Once per turn when you roll damage for a ranged weapon attack with a weapon that has the thrown property, you can reroll the weapon's damage dice and use either total.
Elemental Charge
You have learnt to infuse your weapons with elemental magic. You can do this a number of times equal to your Arcane Thrower Level +1 (minimum of 2), per long rest. As an action, you can say a command word corresponding to an element from Fire, Wind, Lightning, Earth or Water. Once the command word is spoken, a weapon with the thrown property becomes magical for the purposes of overcoming resistances to non-magical attacks and takes on the following attributes:
Fire: The weapon bursts into magical flames that do you no harm. At 1st level, attacks with this weapon deal an additional 1d4 fire damage. Your Arcane Thrower level influences the additional fire damage. At 5th level the fire damage is increased to 1d6, at 11th level the fire damage is increased to 1d8, and at 17th level the fire damage is increased to 1d10.
Wind: The weapon becomes infused with an aura of sharp wind energy, increasing both its accuracy and lethality. You gain a +2 bonus to attack rolls with this weapon. A weapon that has the finesse property, whilst infused with the Wind Element, can deal either piercing or slashing damage.
Lightning: The weapon flickers with lightning. The user can make a thrown weapon attack with this weapon using a Bonus Action.
Earth: The weapon encases itself in a magical adamantine-like material. The weapon's damage type, if chosen to, can be changed to bludgeoning. The weapon is also considered to be adamantine.
Water: The weapon takes on a gelatinous texture with a slightly transparent-greenish hue to it. Despite this, bladed weapons retain their sharp edge or point and bludgeoning weapons retain their weight and density. At 1st level, attacks with this weapon deal an additional 1d4 acid damage. Your Arcane Thrower level influences the additional acid damage. At 5th level the acid damage is increased to 1d6, at 11th level the acid damage is increased to 1d8, and at 17th level the acid damage is increased to 1d10.
If a hostile creature tries to pick up a weapon that has an Elemental Charge it must make a Dexterity Saving Throw (DC 8 + your proficiency bonus + your intelligence modifier) and take 3d4 psychic damage on a failed save and are forced to drop the weapon or half as much psychic damage on a successful save with no other effects.
The attributes are applied for one minute or until an action is used to dismiss it. Once your Arcane Thrower level reaches 5th level, you can dismiss an Elemental Charge as a bonus action instead of an action. At 11th level, you can apply an Elemental Charge as a bonus action instead of an action. You may only apply one Elemental Charge at a time and on no more than one weapon at a time.
Once per long rest, if you are separated from a weapon that has been charged by an element, you can use a bonus action to recall the weapon to you. The charged weapon will teleport instantly to your free hand, if you have one, otherwise to an unoccupied space within 5 feet of you. If there is no unoccupied space within 5 feet of you the weapon cannot be recalled.
Spellcasting
At 2nd level, the Arcane Thrower gains access to several Arcane Imbuements and spells to further augment their ranged attacks.
- Preparing Spells
The Arcane Thrower table shows how many spell slots you have to cast your spells. To cast one of your Arcane Thrower spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Arcane Trcher spells that are available for you to cast, choosing from the Arcane Trcher spell list. When you do so, choose a number of Arcane Thrower spells equal to your Intelligence modifier + your Arcane Trcher level(minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Arcane Thrower, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Arcane Thrower spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.
- Spells Known
Your spells known equals your Intelligence modifier + your arcane archer level(minimum of 1).
- Spellcasting Ability
Intelligence is the spellcasting ability for your Arcane Thrower spells.
Spell attack modifier = Dexterity modifier + your proficiency bonus + your Intelligence modifier
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use a thrown weapon as a spellcasting focus for your Arcane Thrower spells.
Arcane Invocations
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects.
At 2nd level, you gain one Arcane Invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane thrower levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.
Master of Throwing
At 3rd level, you may pick a subclass from Deadly Arm or Elemental Master. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, and 14th levels.
Ability Score Increase
When you reach 4th level, and again at the 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Status Resistance
By 7th level, your use of imbuements and arcane magic has imbued your mind and body with protective magic. You have advantage on saving throws against being blinded, frightened, and petrified.
Additional Master of Throwing
At 11th level, you are able to learn the first learned feature of the subclass you have not chosen.
Foresight
Through divination magic you occasionally catch a glimpse of the immediate future. Starting at 15th level, whenever you must make a saving throw, you gain a bonus to the saving throw equal to half your proficiency bonus rounded down. You must be conscious to grant this bonus.
Elemental Fury
Starting at 18th level, you gain the ability to enchant a thrown weapon attack with the strongest forces of the elements. You may spend 1 charge to make a Thrown weapon attack deal explosive elemental energy. This attack deals an additional 3d8 elemental damage to all creatures in a 20ft radius if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.
Singular Focus
Beginning at 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.
Deadly Arm
Theses soldiers have spent their whole life perfecting the arc of their throws and spatial awareness to those allies near them allowing them to throw harder, faster, and more deadly projectiles.
- Extreme Force
By 3rd level, your magic adds additional force behind your throws. You may add half your Intelligence modifier(rounded down) in additional damage to your damage rolls from ranged martial weapons.
- Perfect Curvature
By 6th level, if an object is thrown at an enemy and an additional enemy is within 5 ft. they must succeed a Con saving throw or take 1/2 damage from the attack.
- Enchanted Projectiles
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic.
- High Velocity Throw
By 14th level, you can put so much force behind your throws all that targets (Large or smaller) hit by an attack you make with an thrown weapon must make a Constitution saving throw of DC 15 or is pushed back 10 feet. You also no longer have the chance to hit an ally due to your precise calculations for even when your throw goes wrong.
Elemental Master
There are those that really more on their knowledge of the arcane than the skill the posses these masters prefer to rely on magic more than the steel in their hands.
- Studier of the Primordial
By 3rd level your knowledge in the four primitive elements you have advantage on any skill check that has to do with Fire, Water, Air, or Earth
- Magical Arms
by 6th level you no longer always need your weapons in a worst-case scenario you can create a copy of your weapon out of mid-air to throw, this attack counts as magical but cant be elementally enchanted by elemental charge, can use once per short or long rest
- Throwable Enchantments
By 10th level, your ability to add magical effects to your weapons has made every attack now count as magical and ignores magical barriers such as force fields and magic shields, Antimagic or dispell cancels this effect
- True Elemental Master
By 14th level your elemental knowledge has come almost second to none, each weapon can be Elementally charged to two elements each add a damage dice for each element.
Arcane Thrower Spell List
(All spells that enchant projectiles enchant your thrown weapon for equivalent turns)
- Cantrips
dancing lights, light, mage hand, minor illusion, message, prestidigitation, mending
- 1st Level
absorb elements[1], alarm, detect magic, hunter's mark, identify, entangle, expeditious retreat, faerie fire, fog cloud, grease, zephyr strike[2]
- 2nd Level
acid arrow, arcane lock, blindness/deafness, darkness, gust of wind, invisibility, misty step, pass without trace, silence, suggestion, web
- 3rd Level
counterspell, dispel magic, flame arrows[3], hypnotic pattern, major image, lightning arrow[4], sending, thunder step[5] wind wall
- 4th Level
arcane eye, confusion, compulsion, dimension door, fire shield, freedom of movement, locate creature, resilient sphere
- 5th Level
animate objects, conjure volley[6], hold monster, geas, modify memory, passwall, scrying, seeming, wall of force
Arcane Invocation List
- — Projectile Return
- Cantrip
As a bonus action, you may return a thrown weapon to your hand
- — Bolt
- Requires 1st level spell slot or higher
As a reaction, you may shock a creature that has hit you with a melee attack. This creature may make a Constitution saving throw versus your spell save DC to take half of the 2d8 lightning damage and not lose their reaction. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st.
- — Brute Bane Strike
- Requires 2nd level spell slot or higher
- Concentration, up to 1 minute
As a bonus action, you charge a throwable weapon with necromantic magic. On hit, the target must make a Constitution saving throw equal to your spell save DC to take half of the additional 3d10 necrotic damage and to not gain disadvantage on Constitution saving throws until the start of your next turn. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
- — Bursting Strike
- Requires 2nd level spell slot or higher
- Concentration, up to 1 minute
As a bonus action, you imbue your thrown weapon with a blast of force energy drawn from the school of evocation. If you hit a creature with this, each creature within 10 feet of it takes 2d8 force damage. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
- — Defensive Throw
- Cantrip
- Concentration, up to 1 minute
As a bonus action, you may use abjuration magic to weave a charm that disrupts your enemy’s magic. If your next ranged attack roll hits, the target suffers disadvantage on the next attack roll it makes before the start of your next turn.
- — Piercing Throw
- Requires 3rd level spell slot or higher
As an action, you may throw an ethereal projectile passes through foes and obstacles. This fires forward in a line that is 5 foot wide and 60 feet long. Each creature in the line must make a Dexterity saving throw versus your spell save DC. On a failed save, the target takes 5d10 piercing damage. On a successful save, a target only takes half as much damage. When you cast this invocation using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
- - Quick Shot
- Requires 2nd level spell slot or higher
You unleash a surge of energy within you, allowing you to temporarily act faster. If you took the Attack action on your turn, you may move 10 feet and make a Thrown weapon attack against a creature within 30 feet of you as a bonus action.
- — Searing Strike
- Requires 1st level spell slot or higher
- Concentration, up to 1 minute
As a bonus action, you may enchant your Thrown weapon attacks. On your next Thrown weapon that hits, the ammo flares with white-hot intensity, and the attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of the target's turns or until the spell ends, the target must make a Constitution saving throw versus your spell save DC. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this invocation using a spell slot of 2nd level or higher, both instances of damage increase by 1d8 for each slot level above 1st.
- — Thicket Toss
- Requires 1st level spell slot or higher
- Concentration, up to 1 minute
As a bonus action, you charge a weapon with poisonous nature energy that wraps around the target. On a hit, the target must make a Constitution saving throw equal to your spell save DC to take half of the 3d6 poison damage, and not have its speed is reduced by 10 feet for 1 minute. If the target or a creature within 5 feet of it, uses an action to remove the brambles with a successful Strength (Athletics) check against your spell save DC, the creature's base move speed is not reduced by 10 feet anymore. When you cast this invocation using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st, and the speed reduction increase by 5 feet for each slot level above 1st.
- — Windy Rebuke
- Requires 1st level spell slot or higher
As a reaction, you may attempt to push any Large or smaller creature that moves within 5 feet of you. This creature may make a Strength saving throw versus your spell save DC to take half of the 3d4 slashing damage and not be pushed away 10 feet away from you. When you cast this invocation using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st, and the push distance increases by 5 feet for each slot level above 1st
References
Multiclassing
Prerequisites. To qualify for multiclassing into the Arcane Thrower class, you must meet these prerequisites: Intelligence 13 and Dexterity 13 or Strength 13.
Proficiency. When you multiclass into the Arcane Thrower class, you gain the following proficiencies: Light armor, Medium armor, Simple weapons
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