Way of the Blade Thrower (5e Subclass)

Monk:Way of the Blade Thrower

The monk of the Way of the Blade Thrower has mastered the art of thrown weapon fighting. He uses a unique martial style that requires fast movements and high accuracy, making a storm of blades rain over his enemies. They often are often assassins, throwing little and easy to hide weapons at long distances unnoticed, or entertainers, using the amazing skill they have with their throws to awe a crowd and disguise this deadly art as common circus trickery.

Master Thrower

When you choose this archetype at 3rd level, you master the art of use your ki to perform incredible throwing techniques.

Throwing Techniques. You learn two throwing techniques of your choice, which are detailed under Throwing Techniques below. You can use only one throwing technique per attack.

You learn an additional throwing techniques of your choice at 6th, 11th, and 17th level. Each time you learn a new throwing technique, you can also replace one throwing technique you know with a different one.

Saving Throws. Some of your throwing techniques require your targets to make a saving throw to resist the throwing technique effects. The saving throw DC is calculated as follows:

Throwing technique save DC. 8 + your proficiency bonus + your Dexterity modifier

Fast Hands

At 3rd level, you can make a ranged attack with a monk weapon that has the thrown property and draw another as a single object interaction on your turn. In addition, you gain proficiency in one of the following skills: Dexterity (Sleight of Hand) or Charisma (Performance)

Imbued Thrown

At 6th level, you can imbue your thrown attacks with your ki, granting you the following benefits.

Magic Weapons. Your attacks with your monk weapons that have the thrown property count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dazing Thrown. You can use a monk weapon that has the thrown property to deliver a Stunning Strike against a target.

Eagle Eyes

At 11th level, you can now ignore the disadvantage from your ranged attacks with a monk weapon that has the thrown property due to attacking beyond normal range.

Steel Step

When you reach the 17th level, you can use your bonus action to teleport to the position of a monk weapon you have thrown. If you make an attack right after teleport in that manner, the attack is made with advantage.

Throwing Techniques

  • Ricochet Thrown. When you hit a creature with an attack with a monk weapon that has the thrown property, you can spend 1 ki point to make another attack (no action required) against another creature within range. The attack is considered made from the position of the first target for purposes of range and cover.
  • Redirect Thrown. You can use your ki to redirect a missed attack. After missing an attack with a monk weapon that has the thrown property, you can spend 1 ki point to aim the attack against another creature within range. The new attack is made with advantage.
  • Flurry of Throwns. Immediately after you take the attack action on your turn to make a ranged attack with a monk weapon that has the thrown property or an unarmed strike, you can spend 1 ki point to make two additional ranged weapon attack as a bonus action
  • Blinding Thrown. When you make a ranged attack with a monk weapon that has the thrown property against a creature, you can expend 1 ki point to attempt to blind your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or is blinded until the end of their next turn.
  • Opportunistic Thrown. When an allied creature within range perform a opportunity attack, you can spend 1 ki point an use your reaction to make an attack against the same creature.
  • Disarming Thrown. When you make a ranged attack with a monk weapon that has the thrown property against a creature, you can expend 1 ki point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice.
  • Karmic Thrown. When you are hit by an ranged weapon attack, you can use your reaction and spend 1 ki point to make a thrown against the attacker. If you succeed on the attack, as part of the same reaction, you can use your Deflect Missiles feature.
  • Martial Maneuvers You can choose a martial maneuver from the Battle master archetype of the Fighter class. Your superiority die is equal to the die on your martial arts column on the monk table. You must spend 2 ki points to use the martial maneuver. You can only use the martial maneuver while making a ranged attack with a monk weapon that has the thrown property.
  • Concealed Thrown You can spend 1 ki point to make a hidden shot. Make a Dexterity (Sleight of Hand) check contested by an creature's Wisdom (Perception) check. In a success, you make the attack with advantage, and add damage to the attack equal to your martial arts die.

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gollark: With length terminated strings, you go through the string incrementing the length until you see *a valid integer representation of the length*.
gollark: I'll try and explain explanatorially then; with null terminated strings you basically go through the string incrementing the length until you see \\0, right?
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