Thrower Master (5e Subclass)
Thrower Master[edit]
Fighter Archetype
For the thrower master, any mundane object can become a deadly weapon. These fighters train their accuracy and hone their reflexes, using a variety of objects, launching from their hands from common thrown weapons, such as daggers and axes, to more unconventional ones, like rocks, arrows and coins. The objective of this type of training is to make the warrior versatile, capable of adapting to any situation, in order to never be fully unarmed.
A large number of these fighters act as circus performers, using their ability to perform trick shots to impress the crowd, with marvelous feats of precision. Others, however, use these skills to become assassins, approaching their targets unarmed, and picking their weapon of choice from regular objects from their environment.
- Fast Thrown
At 3rd level, you can throw weapons with great velocity against your targets. When you take the Attack action and make a ranged attack with a thrown weapon as part of that action, you can make another attack with another thrown weapon as a bonus action.
In addition, you can draw a thrown weapon as part of the attack, without spending an action.
- Throw Everything
At 3rd level, almost any object that can fit on your hands becomes a deadly weapon. Any object that you can hold in one hand gains the thrown property (10/30), and if you make ranged attacks with these objects, you are considered proficient with them.
In addition, you can throw bolts, arrows or sling bullets, that are considered ranged thrown weapons (20/60) you are proficient with, and that cause 1d4 damage on a hit. The damage is piercing for bolts and arrows, and bludgeoning for sling bullets.
- Deflect Missiles
Starting at 3rd 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 Dexterity modifier + 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, you can 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. You make this attack with proficiency, regardless of your weapon proficiencies.
You can use this reaction a number of times equal to half your Fighter level (rounded up) regaining your uses after completing a short or a long rest.
- Ricochet
At 7th level, you can make your throws bounce from walls, objects and creatures. When you take the Attack action and make an attack with a ranged weapon, you can cause that weapon to ricochet. Each subsequent attack made with that weapon is considered to be made from the last target's position, instead of being made from your position.
You can only choose targets you are able to see. If a target don't have cover in relation to the position of the ricochet, you ignore cover for that attack. If you are within the weapon's range, you can cause it to ricochet back to you after the last attack being made.
Finally, when you miss a creature with a ranged attack from a thrown weapon, you can use your bonus action to ricochet the weapon and attack another creature within range from your last target's position.
- Long Throws
At 10th level, you can make increase the range of your throws. Bot the short and long distance for your ranged attacks with thrown weapons double, and attacks made at long range don't impose disadvantage to you.
In addition, your ranged attacks with thrown weapons ignore half and three-quarters cover.
- Uncanny Accuracy
At 15th level, your thrown attacks doesn't seem to ever miss. Whenever you miss a ranged attack with a thrown weapon, you can use your reaction to roll the damage for that attack and cause half damage, instead of no damage.
- Rapid Throw
At 18th level, once per turn when you miss an attack with a thrown weapon, you can make another attack with a thrown weapon.
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