SpawnOfMorbo
2014-12-03, 08:22 PM
Because this should totally be a thing. Could use some help on the name as I'm not a huge fan of it.
Prerequisite: Strength 13
-When you attack with a one handed weapon you may, as a bonus action, make a ranged attack with a thrown weapon.
- Whenever you attack with a thrown weapon that deals piercing or slashing damage you can forgo the attack and damage roll in order to impose the grapple condition. Make an grapple attempt as normal within the thrown weapon's range. If you go beyong the normal range you have disadvantage on the grapple attempt. A creature must beat your initial grapple roll in order to become free of the weapon.
- You don't gain disadvantage for making a thrown weapon attack while threatened.
- You gain proficiency with improvises thrown weapons.
Edit: Yes if you attack in melee with a trident you can then turn around and throw it at someone else to damage or grapple them.
Prerequisite: Dexterity 13
-When you attack with a one handed weapon you may, as a bonus action, make a ranged attack with a thrown weapon.
- You don't gain disadvantage for making a thrown weapon attack while threatened.
- Thrown weapons count as ammunition for the purpose of drawing and attacking with them but not for recovery.
- Whenever you attack with a thrown weapon you can forgo the attack and damage roll in order to disarm the target. Make an Acrobatics versus (Athletics or Acrobatics) contest within the thrown weapon's range. If you go beyong the normal range you have disadvantage on the disarm attempt. On a successful contest you disarm the creature and the weapon. Falls within 5' of them. If you have more than one attack you may use an additional throw to push the weapon up to 15' instead of letting it drop within 5' of the target.
Special: your weapon bounces off the target weapon and is pushes laterally 15' (your choice) and does not harm.
Prerequisite: Strength 13 or Dexterity 13, or Charisma 13
-When you attack with a one handed weapon you may, as a bonus action, make a ranged attack with a thrown weapon.
- You don't gain disadvantage for making a thrown weapon attack while threatened.
- You gain proficiency with improvises thrown weapons.
- Whenever you attack with a thrown weapon you can forgo the attack and damage roll in order to impose the demoralize condition until the end of your next turn. Make a Intimidation versus Insight contest against a target within the thrown weapon's range. If you go beyong the normal range you have disadvantage on the contest attempt.
Demoralized: Fear based, when demoralized you have disadvantage against the creature that caused this effect when making attack rolls and contests against them. If an enemy tries to demoralize you more than once in an 8 hour period you gain advantage against the demoralize effect.
Prerequisite: Dexterity 13 or Wisdom 13
-When you attack with a one handed weapon you may, as a bonus action, make a ranged attack with a thrown weapon.
- You don't gain disadvantage for making a thrown weapon attack while threatened.
- Thrown weapons count as ammunition for the purpose of drawing and attacking with them but not for recovery.
- Whenever you attack with a thrown weapon that does piercing damage you can forgo the attack and damage roll in order to screw up the target's ability to heal. Make a Medicine versus (Athletics or Acrobatics) contest against a tagret within the thrown weapon's range. If you go beyong the normal range you have disadvantage on the contest attempt. On a successful contest the creature can't heal HP until the start of your next turn.
- Whenever you attack with a thrown weapon that does piercing damage you can forgo the attack and damage roll in order to screw up the target's motor skills. Make a Medicine versus (Athletics or Acrobatics) contest against a tagret within the thrown weapon's range. If you go beyond the normal range you have disadvantage on the contest. On a successful contest the creature, on it's next turn, violently and sporadically moves in a random direction at half speed. This uses the creature's move for the turn. This movement does not provoke OA's. Roll a d8 to determine which way the target moves (I'll add a table in some other time).
Prerequisites: Strength 13 or Dexterity 13, or Charisma 13
-When you attack with a one handed weapon you may, as a bonus action, make a ranged attack with a thrown weapon.
- You don't gain disadvantage for making a thrown weapon attack while threatened.
- You gain proficiency with improvises thrown weapons.
- Whenever you attack with a thrown weapon you can forgo the attack and damage roll in order to gain advantage on all Charisma checks involving the target for 5 minutes. If successful the target has advantage against against your Persuasion contests for 8 hours after the advantage wears off. Make a Persuasion versus Insight contest against a target within the thrown weapon's range. If you go beyong the normal range you have disadvantage on the contest.
Any thoughts or suggestions?
I kinda want to make a thrown weapon master subclass (fighter and rogue) that puts the battle master to shame (won't be hard).
Prerequisite: Strength 13
-When you attack with a one handed weapon you may, as a bonus action, make a ranged attack with a thrown weapon.
- Whenever you attack with a thrown weapon that deals piercing or slashing damage you can forgo the attack and damage roll in order to impose the grapple condition. Make an grapple attempt as normal within the thrown weapon's range. If you go beyong the normal range you have disadvantage on the grapple attempt. A creature must beat your initial grapple roll in order to become free of the weapon.
- You don't gain disadvantage for making a thrown weapon attack while threatened.
- You gain proficiency with improvises thrown weapons.
Edit: Yes if you attack in melee with a trident you can then turn around and throw it at someone else to damage or grapple them.
Prerequisite: Dexterity 13
-When you attack with a one handed weapon you may, as a bonus action, make a ranged attack with a thrown weapon.
- You don't gain disadvantage for making a thrown weapon attack while threatened.
- Thrown weapons count as ammunition for the purpose of drawing and attacking with them but not for recovery.
- Whenever you attack with a thrown weapon you can forgo the attack and damage roll in order to disarm the target. Make an Acrobatics versus (Athletics or Acrobatics) contest within the thrown weapon's range. If you go beyong the normal range you have disadvantage on the disarm attempt. On a successful contest you disarm the creature and the weapon. Falls within 5' of them. If you have more than one attack you may use an additional throw to push the weapon up to 15' instead of letting it drop within 5' of the target.
Special: your weapon bounces off the target weapon and is pushes laterally 15' (your choice) and does not harm.
Prerequisite: Strength 13 or Dexterity 13, or Charisma 13
-When you attack with a one handed weapon you may, as a bonus action, make a ranged attack with a thrown weapon.
- You don't gain disadvantage for making a thrown weapon attack while threatened.
- You gain proficiency with improvises thrown weapons.
- Whenever you attack with a thrown weapon you can forgo the attack and damage roll in order to impose the demoralize condition until the end of your next turn. Make a Intimidation versus Insight contest against a target within the thrown weapon's range. If you go beyong the normal range you have disadvantage on the contest attempt.
Demoralized: Fear based, when demoralized you have disadvantage against the creature that caused this effect when making attack rolls and contests against them. If an enemy tries to demoralize you more than once in an 8 hour period you gain advantage against the demoralize effect.
Prerequisite: Dexterity 13 or Wisdom 13
-When you attack with a one handed weapon you may, as a bonus action, make a ranged attack with a thrown weapon.
- You don't gain disadvantage for making a thrown weapon attack while threatened.
- Thrown weapons count as ammunition for the purpose of drawing and attacking with them but not for recovery.
- Whenever you attack with a thrown weapon that does piercing damage you can forgo the attack and damage roll in order to screw up the target's ability to heal. Make a Medicine versus (Athletics or Acrobatics) contest against a tagret within the thrown weapon's range. If you go beyong the normal range you have disadvantage on the contest attempt. On a successful contest the creature can't heal HP until the start of your next turn.
- Whenever you attack with a thrown weapon that does piercing damage you can forgo the attack and damage roll in order to screw up the target's motor skills. Make a Medicine versus (Athletics or Acrobatics) contest against a tagret within the thrown weapon's range. If you go beyond the normal range you have disadvantage on the contest. On a successful contest the creature, on it's next turn, violently and sporadically moves in a random direction at half speed. This uses the creature's move for the turn. This movement does not provoke OA's. Roll a d8 to determine which way the target moves (I'll add a table in some other time).
Prerequisites: Strength 13 or Dexterity 13, or Charisma 13
-When you attack with a one handed weapon you may, as a bonus action, make a ranged attack with a thrown weapon.
- You don't gain disadvantage for making a thrown weapon attack while threatened.
- You gain proficiency with improvises thrown weapons.
- Whenever you attack with a thrown weapon you can forgo the attack and damage roll in order to gain advantage on all Charisma checks involving the target for 5 minutes. If successful the target has advantage against against your Persuasion contests for 8 hours after the advantage wears off. Make a Persuasion versus Insight contest against a target within the thrown weapon's range. If you go beyong the normal range you have disadvantage on the contest.
Any thoughts or suggestions?
I kinda want to make a thrown weapon master subclass (fighter and rogue) that puts the battle master to shame (won't be hard).