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Thrown Weapons Master (3PP)

Some fighters excel at hurling death instead of wielding death in their hands. These fighters perform tricks with their ranged attacks that few others can believe.

Throwing Tricks

When you choose this archetype at 3rd level, you learn how to do special tricks with your thrown weapons. You can choose three throwing tricks at 3rd level and two additional throwing tricks at 7th, 10, and 15th level. Additionally, you can replace one throwing trick with a different one whenever you gain new throwing tricks. You can only apply one throwing trick to an attack.

You have four uses of your throwing tricks. You regain all of your expended throwing trick uses when you finish a short or long rest. You gain an additional use of your throwing tricks at 7th and 15th level.

Close Combat Thrower

At 3rd level, you can throw a weapon while an enemy is within 5 feet without taking disadvantage on the attack roll.

Exceptional Eyes

Starting at 7th level, you gain proficiency with Acrobatics, Insight, and Perception. If you are already proficient with any of these skills, you add double your proficiency bonus with those skills.

Aim

Starting at 10th level, you become exceptional at hitting people from a distance. As long as the target of your thrown weapon attack is within the shorter of the weapon’s range, you can take a bonus action to aim your attack, doubling your proficiency bonus to a single thrown attack this turn.

Deflect Missiles

When you reach 15th level, you can use your reaction to throw a weapon at a missile that passes within 10 feet of you to deflect it. Make an attack roll. If your attack roll exceeds the attack roll of the missile, your thrown weapon deflects the missile, causing it to deal 0 damage.

Eagle Eyes

At 18th level, your eyes can pick out the slightest hint of creatures others would miss. You know the location of hidden or invisible creature within 10 feet of you.

Throwing Tricks

Banked Shot. Your thrown weapon bounces off something before striking the target, allowing the attack to ignore half or three-quarters cover.

Critical Attack. Your thrown weapon attacks score a critical hit on a roll of 19 or 20.

Unusual Edge. You can choose to have your thrown weapon hit the target with a different edge than normal, letting you choose whether the weapon deals bludgeoning, piercing, or slashing damage.

Deadly Aim. When throwing a weapon with two ranges, you double the shorter of the two ranges.

Distracting Strike. Instead of dealing damage, your successful thrown attack imposes disadvantage on the target’s next attack roll.

Double Throw. You throw two weapons instead of one. You make one attack roll for both weapons. Damage is resolved separately for each weapon. You can target the same creature with both weapons, or throw a different weapon at two different creatures, both of which must be within 10 feet of each other.

Flesh Wound. Your thrown weapon deals half the amount of damage that you rolled.

Foot Attack. Your thrown weapon strikes the creature’s foot, reducing its speed by half until the end of your next turn.

Incapacitating Shot. Instead of dealing damage, your successful thrown attack on a living creature makes them incapacitated until the end of their next turn.

Magical Attack. Your thrown weapon is treated as a magical weapon for bypassing immunities or resistances.

Powerful Chuck. You add your Strength bonus as well as your Dexterity bonus to the damage of the attack.

Returning Throw. After striking your opponent, your thrown weapon undergoes a complicated series of bounces (which deal no damage) and returns to your hand at the end of your turn.

Throw a Melee Weapon. You treat any melee weapon that you are proficient with as if it had the “Thrown (range 10/30)” property.

Section 15: Copyright Notice

Book of Heroes: Heroic Fighter Archetypes (5e). © 2019, Jon Brazer Enterprises.