The Master Thrower dazzles their audience with feats of agility, twirling blades between fingers and switching from throwing axes to throwing knives with the skill of a stage magician. Once the weapon leaves the Master Thrower’s hand, it becomes like a living, seeking thing. It slices through the air to strike the tiniest of targets with pinpoint accuracy. The Master Thrower litters the battlefield with the pin-cushioned remains of enemies—and they do it with elegant style.
When you choose this archetype, you learn trick shots that are fueled by special dice called deftness dice.
Trick shots. You learn three Trick shots of your choice, which are detailed under the “Trick Shots” optional rules (see later section). Many Trick shots enhance an attack in some way. You can use only one trick shot per attack.
You learn two additional trick shots of your choice at 7th, 10th, and 15th level.
Deftness Dice. You have four deftness dice, which are d8s. A deftness die is expended when you use it. You regain all your expended deftness dice when you finish a short or long rest. You gain another deftness die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
At Arm’s Reach
Through countless hours of practice, at 3rd level you can unsheathe and throw small weapons in one fluid motion.
Improved Combat Superiority
At 10th level, your deftness dice turn into d10s. At 18th level, they turn into d12s.
At 15th Level, your thrown attacks do not suffer disadvantage if you are unable to see your target.
Fighter Folio © 2018 Total Party Kill Games; Authors: Brian Berg, Mark A. Hart.