Blade-throwing Bulwark (5e Subclass)
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Blade-Throwing Bulwark[edit]
Fighter Subclass
A fighter fresh to the adventurer's life will be eager to go toe-to-toe with any opponent; an experienced one knows that if you want to grow old enough to actually spend the gold you'll earn then it's best to keep your distance. Armed with a tower-shield lined with racks of throwing weapons, fighters that follow this mantra know that a good defense helps in a fight, but solid aim and an arsenal of throwable weaponry means that your defense never need to be tested.
- Bonus Proficiency
Starting at 3rd level, you gain proficiency with the Smith's Tools. If you are already proficient with it, you can choose any other artisan's tools of your choice. Alternatively, you can choose to learn a language.
- Arsenal Shield
Also at 3rd level, you can spend 8 hours and 50 gp in materials to modify a shield of your choice into an Arsenal Shield. The arsenal shield is a modified tower shield, with racks for thrown weapons built in for easy access. You must have your smith's tools in hand in order to build the Arsenal Shield.
If you haven't moved on your turn, you can place your Arsenal Shield on the ground using a bonus action, assuming a defensive stance. While in this stance, your movement speed is reduced to 5 feet, and you gain half cover. If you are behind half cover, you gain third cover instead. Exiting the stance can be done at the start of your turn, without taking an action.
In addition, your Arsenal Shield have space for up to four javelins, spears or similar items; eight daggers, darts or similar items; and two vials of some kind. Placing an object on your Arsenal Shield requires an Action. Items placed on the Arsenal Item don't count against your maximum carrying capacity.
Using a bonus action when your shield is on the ground, you can throw or use any item placed on the arsenal shield.
- Improvised Arsenal
At 3rd level, you gain the ability to spend 1 minute to use an artisan's kit and craft a piece of equipment to fill your Arsenal Shield. You can use this feature a number of times equal to your Blade-Throwing Bulwark level, and can't do it again until you finish a long rest.
Any weapon created trough this feature is destroyed upon use. You must have the required tool proficiency and the tool set available in order to craft the improvised equipment.
Some of your equipment requires a saving throw to resist its effects. Unless the equipment created states otherwise, the save DC equals 8 + your proficiency bonus + your Intelligence modifier.
You always apply your proficiency bonus to attack rolls using your improvised arsenal.
- Toxic Oils (Alchemist's Kit or Poisoner's Kit). You craft a basic poisonous concoction. You can place it on a space reserved for vials, and use it to coat a weapon or piece of ammunition that causes slashing or piercing damage. The poison loses potency after 8 hours. After coated, the poison loses potency after 1 minute or until being used. A hit with the poisoned weapon causes additional 1d6 poison damage, and causes the target to be poisoned until the end of your next turn.
- Gap-closer (Smith's Tools). By attaching a sturdy chain to either a metal spike, you build a makeshift harpoon. You can place it on a space reserved for javelins, and has the statistics of a javelin. On a hit against a Large or smaller creature with the gap-closer, the target must succeed on a contested Strength (Athletics) check, or be pulled to the closest available space in front of you, after which the weapon's chain detaches. On a failed save, they are pulled half this distance and the chain breaks. The chain's distance equals the javelin long distance.
- Gap-maker (Smith's Tools). By replacing the head of either a javelin with a heavy blunt weight, you are able to make a makeshift thrown battering ram. You can place it on a space reserved for javelins, and has the statistics of a javelin, but dealing bludgeoning damage, rather than piercing. On a hit with the gap-maker against a Large or smaller target, the target must succeed on a contested Strength (Athletics) check, or be knocked back 15 feet from the direction the weapon was thrown.
- Bouncing Blade (Smith's Tools). By tempering a dagger's blade to sport a particularly aerodynamic curve, you are able to ensure it hit multiple targets. You can place it on a space reserved for daggers, and has the statistics of a dagger, but dealing slashing damage, rather than piercing. When you attack with this weapon, the blade can bounce to another target within 30 feet of the previous target. You must be able to see the new target, and make a new attack roll for the second target.
- Chained Axes (Smith's Tools). By chaining two handaxes together, you create flying guillotine. You can place it on a space reserved for daggers, and has the statistics of a handaxe. When you attack with this axe, you can make one additional attack against another creature within 5 feet of the first target. If there's no other target within 5 feet, the chain curls itself towards the target, forcing him to make a DC 10 Dexterity saving throw, or take the damage of the attack again.
- Thunder In a Jar (Alchemist's Kit). You create a vial the unleashes a deafening explosion on impact. You can place it on a space reserved for vials. This vessel can be thrown up to 30 feet, and must impact terrain to explode. Upon impact, any creature within 15 feet must make a Constitution saving throw, or be deafened. This prevents any affected creatures from casting spells with verbal components. At the end of their turn, they may attempt another Constitution saving throw to end the condition.
- Caltrops (Smith's Tools). A jar full of metal off-cuts, and any other thorn-like objects at your disposal. You can place it on a space reserved for vials. Has a range of 30 feet, and is able to cover a 10-foot area around the impact zone with hazardous caltrops. Any creature entering this area, or starting their turn inside of it, has their movement speed halved, in addition to the normal effects of caltrops.
- Potion-tipped Darts (Smith's Tools). You can craft a void dart, that can be fueled with any type of potion. Filling a void dart with potion requires 1 Action. After stored on the dart, the potion loses efficacy in the next 8 hours. You can place it on a space reserved for daggers, and has the statistics of a dart, but only causes 1 point of damage, without adding any modifiers. When you hit a creature with this dart, the content of the dart is delivered to the target.
- Efficient Thrower
At 7th level, you increase your throwing skills. The range of any object you throw is doubled.
In addition, you can place a piece of gear on your Arsenal Shield using a bonus action.
- Close-Quarters Throwing
At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.
In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.
- Impenetrable Bulwark
By 15th level, you’re a specialized in standing your ground on a defensive stance. You gain the following benefits when using the arsenal shield:
- When placing the shield on the ground, your movement speed is halved, rather than being reduced to 5 feet.
- You and your allies have half cover while within 5 feet of you when your arsenal shield is placed on the ground.
- You can use two pieces of equipment created by your Improved Arsenal feature, when you would normally be able to only use one.
- Artillery Turret
When you reach the 18th level, the capacity of your Arsenal Shield and the amount of Improved Arsenal pieces of equipment you can create are doubled.
In addition, you can take an Use an Object action to place an object on your Arsenal Shield.
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