Improvised Thrower (5e Subclass)
Improvised Thrower[edit]
Fighter Subclass
Improvised throwers are deadly fighters who can turn everything they get their hands on into deadly weapons. On the hands of a Improvised Thrower, rocks, coins and even cards are like arrows flying toward their foes. A improvised thrower is never unarmed. These fighters often work as either assassins or bodyguards, or any type of martial profession that requires a discreet approach to combat, and were using weapons in plain sight can be detrimental to the accomplishment of their duties. Some are also trick-throwers and circus performers, amazing their crowds with impressive feats of accuracy. Finally, there are those who follow a specific martial tradition, honing their techniques to pass forward their ancient combat techniques.
- Throw Everything
Starting at 3rd level, you are a master thrower and can turn everything into a weapon on your hands. You add your proficiency bonus on attacks made with improvised weapons.
In addition, you roll a d4 for the damage die of your improvised throw, unless the weapon has higher damage. The damage die increases to 1d6 at 7th level, 1d8 at 15th level, and 1d10 at 18th level.
- Swift Throw
Also at 3rd level, you can quickly reach to an object and throw it with quickness. As a bonus action, you can draw or pick an object within reach and throw it against a target within 60 feet. This object causes 1d4 damage, regardless of the type of object, and you can add either your Strength or Dexterity for attacks and damage rolls. The damage type is slashing, piercing or bludgeoning, as appropriated. The damage increases with your Throw Everything damage improvement.
If the object causes another effect upon impact, such as a vial of acid or alchemist fire, you add those effects to the damage dealt. In addition, when you use your Action Surge, you can make two draw and throws as part of the same bonus action, instead of only one.
- Ricochet Adept
At 7th level, when you miss a ranged attack with a thrown weapon, you can use your reaction to target another creature within 20 feet of the first target with that attack.
- Piercing Throw
Also at 7th level, your ranged attacks with Improvised and thrown weapons ignore resistances and immunities to non-magical damage.
- Catch Projectile
Starting at 10th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your proficiency bonus + your Fighter level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction.
- Improvised Volley
At 15th level, you can use your action to make a ranged attack using a thrown or improvised thrown weapon against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have objects at reach for each target, as normal, and you make a separate attack roll for each target.
- Reactive
At 18th level, you can take two reactions, instead of one, in each of your rounds.
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