Hurler (5e Subclass)

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Hurler[edit]

AI generated image of a hurler chucking one of his manifested stone.

Fighter Subclass

Anyone who has ever been pelted with snowballs knows that a thrown projectile can be a treacherous thing. In the hands of a trained athlete, it can be downright deadly. In the hands of a trained warrior, one that specialized in the techniques of hurling, the effects can be devastating. Hurlers (sometimes called "Pitchers", "Tossers", or "Chucks") are fighters that dedicate themselves to the art of the thrown weapon. They throw further, harder, and more accurately than any thrower out there. Their hands are quick enough to fill the air with their projectiles and still fire off more. Their onslaughts can be so overwhelming that it almost seems like there might be a hint of magic in their abilities. With Hurlers, pitch and catch is no game, it's s struggle for survival.

Strong Arm[edit]

At 3rd level, your range on thrown weapons increases by 50% (or an extra 5 feet for every 10 feet of range). This applies to standard and long range. You also deal an extra 1d4 damage when throwing a weapon.

Quick Hands[edit]

Also at 3rd level, your hands are incredibly fast. You gain the following benefits:

  • You gain proficiency with either the Slight of Hand or Performance skill.
  • You can draw a light weapon as part of the action of attacking with it.
  • You can attack with a weapon with the thrown property as a bonus action, adding modifier(s) as normal.

Steady Form[edit]

At 7th level, your throws when properly balanced achieve unprecedented accuracy. On your turn, you can sacrifice 15 feet of movement to add both your Strength and Dexterity modifiers to attack rolls while making thrown weapon attacks.

Regardless of movement, you ignore half and three-quarter cover and the prone condition when making attacks with a thrown weapon.

Zing[edit]

Also at 7th level, you can sacrifice accuracy in your throws in exchange for a harder hit. Before making an attack with a thrown weapon with which you are proficient, you can subtract a number up to your proficiency bonus from your attack roll in order to deal twice that amount in extra damage if the attack hits. This extra damage can be delivered (successfully) a number of times equal to your Constitution modifier, regaining all opportunities when you finish a short or long rest.

Never Empty Handed[edit]

At 10th level, a hint of magic seeps into you, possibly through interaction with magic weapons or proximity to magic beings. Whatever the cause (role play your heart out), you never need to worry about lacking a weapon to throw. On your turn, if you have no weapons in hand, you can manifest up to three stones in your hand as a bonus action. You are proficient with these stones which have a range of 60 feet (no long range; Strong Arm bonus included) and deal 1d6 bludgeoning damage. The stones disappear at the end of your turn.

Also, you can spend 10 minutes bonding yourself with a magic weapon during a short or long rest. If you throw the bonded weapon, you can use your bonus action to cause it to teleport to your hand on the same or next turn as long as it is within 120 feet of you. This bond is powered by the magic of the weapon. The bond lasts until the end of the next long rest unless you spend 1 minute refreshing the bond during that rest. The weapon must be in your hand for the duration of the bonding or refreshing.

Under Pressure[edit]

Also at 10th level, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Staggering Impact[edit]

At 15th level, your throws do more than mere damage when they hit a foe. Whenever you hit a creature with a thrown weapon as part of the attack action, roll a d10 and use the table below to determine the extra effect of the impact.

d10 Effect name description
1-4 -- no effect
5 distracted no reactions until the start of your next turn
6 staggered speed reduced by 10 feet until the end of their next turn
7 right in the eye blinded until the end of their next turn
8 right in the knee knocked prone
9 knocked the breath out stunned until the end of their next turn
10 drilled this hit is a critical strike (if it was already a critical, no effect)

Barrage[edit]

At 18th level, your wrist moves like lightning. When you take the attack action on your turn, you can add one extra attack (on top of any extra attack features) as long as the extra attack and at least one of the other attacks are thrown weapon attacks made with light weapons.

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