Flinger (5e Feat)

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Flinger

Prerequisites: Dexterity 15+
Through some systemic training and a lot of throwing random blades in panic you developed some flinging tricks!

You gain proficiency with all thrown weapons.

Once every short or long rest you can perform one flinging trick with your free hand.

Double Throw. As an Attack action you can unsheathe and throw two light thrown weapons targeting one creature or object, roll two Ranged attacks both with a disadvantage.

Quintiple Throw. As an Attack action you can unsheathe and throw five light thrown weapons in a 60 degree cone. All creatures in said cone within 20 feet of you must succeed a Dexterity saving throw against your Dexterity DC. First five targeted creatures to fail this save take one of your weapon's Damage roll with your damage roll ability modifier counting as +1. Which weapon hits which target is decided by DM.

Dagger Cushion. As an Attack roll you can unsheathe and throw five light thrown weapons at a single creature or object of Huge or larger size within 20 feet of you. The creature must roll a Dexterity saving throw against your Dexterity DC and takes combined damage of all five weapons thrown on fail, or half that damage on a successful saving throw.

- Weapons used for those tricks must have Finesse property or use Dexterity modifier for Attack roll.

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