PDA

View Full Version : Homebrew "Throwing Mastery" Feat- Thoughts



Damon_Tor
2018-11-26, 10:37 PM
A player in a game I run wants to become a thrown-weapon specialist, currently heading toward level 6 as a fighter. There's very little support for throwing weapons in the game right now, so here's a feat I came up with to help:


Throwing Mastery

Increase your Strength or Dexterity score by 1, to a maximum of 20
When you throw a weapon or another object, you can draw another weapon or object of two pounds or less from a belt-pouch, sheathe, pocket or other easily accessible location on your body without using an action. You can use this ability this a number of times per round equal to your dexterity modifier.
You can throw weapons and other objects an extra number of feet equal to your strength score. This applies to both the normal and long ranges of a thrown weapon.
As a bonus action, you can safely throw weapons and other items weighing 2 pounds or less to allies within 30 feet of you (your strength score applies, see above) as long as they have a free hand to catch the item and use a reaction to do so. Passing a weapon this way is not an attack and deals no damage. Objects thrown this way do not break when caught. If the recipient does not catch the item, it falls to the ground at their feet, and may break if it would normally break when thrown.




First off, it's a half-feat. This is helping to bring a trashy build up to par, no need for any more penalties than are absolutely necessary
This is the core "patch". Throwing weapon specialists are greatly hindered by action economy in a way that most other ranged weapon users aren't.
A boost to help them get somewhat closer to parity with archers. Deliberately uses a different stat than ability #2. She's invested into both, I feel like she should feel good about that.
A ribbon, but you can use it to toss healing potions across the room to an ally that needs one, or pass the macguffin to another party member. The sort of thing I generally allow with rolls from both parties and a chance of failure, but the feat just says "you can do this, it works".


Ideally the feat should work with items like vials of acid, alchemist's fire, etc. I think I've worded it in such a way that I accomplish that.

Ganymede
2018-11-26, 10:40 PM
You don't need a feat.

Just tweak the object interaction rules so they work like the Speaking During Your Turn rules: you can interact with objects during your turn within reason and subject to DM discretion.

Citadel97501
2018-11-26, 10:41 PM
A player in a game I run wants to become a thrown-weapon specialist, currently heading toward level 6 as a fighter. There's very little support for throwing weapons in the game right now, so here's a feat I came up with to help:


Throwing Mastery

Increase your Strength or Dexterity score by 1, to a maximum of 20
When you throw a weapon or another object, you can draw another weapon or object of two pounds or less from a belt-pouch, sheathe, pocket or other easily accessible location on your body without using an action. You can use ability this a number of times per round equal to your dexterity modifier.
You can throw weapons and other objects an extra number of feet equal to your strength score. This applies to both the normal and long ranges of a thrown weapon.
As a bonus action, you can safely throw weapons and other items weighing 2 pounds or less to allies within 30 feet of you (your strength score applies, see above) as long as they have a free hand to catch the item and use a reaction to do so. Passing a weapon this way is not an attack and deals no damage. Objects thrown this way do not break when caught. If the recipient does not catch the item, it falls to the ground at their feet, and may break if it would normally break when thrown.




First off, it's a half-feat. This is helping to bring a trashy build up to par, no need for any more penalties than are absolutely necessary
This is the core "patch". Throwing weapon specialists are greatly hindered by action economy in a way that most other ranged weapon users aren't.
A boost to help them get somewhat closer to parity with archers. Deliberately uses a different stat than ability #2. She's invested into both, I feel like she should feel good about that.
A ribbon, but you can use it to toss healing potions across the room to an ally that needs one, or pass the macguffin to another party member. The sort of thing I generally allow with rolls from both parties and a chance of failure, but the feat just says "you can do this, it works".


Ideally the feat should work with items like vials of acid, alchemist's fire, etc. I think I've worded it in such a way that I accomplish that.

I like it, although I personally think thrown weapons need an entire fighting style for them along with some more choices as the Archer fighting style will likely shove this feat to the background till we get one.

Damon_Tor
2018-11-26, 10:43 PM
You don't need a feat.

Just tweak the object interaction rules so they work like the Speaking During Your Turn rules: you can interact with objects during your turn within reason and subject to DM discretion.

A feat makes it feel like its a part of her character, something shes uniquely good at.

Damon_Tor
2018-11-26, 10:47 PM
I like it, although I personally think thrown weapons need an entire fighting style for them along with some more choices as the Archer fighting style will likely shove this feat to the background till we get one.

She uses Two-Weapon Fighting, which functions well enough.

Ganymede
2018-11-26, 11:08 PM
A feat makes it feel like its a part of her character, something shes uniquely good at.

It really doesn't. Your feat fixes one glaring omission in the rules then tacks on some fluff. Its main highlight is the addition of structure to something that was previously in the realm of DM discretion, but it has virtually nothing to do with being a "thrown weapon specialist."

stoutstien
2018-11-26, 11:20 PM
Id use no disadvantage on long range with thrown weapons instead of the added distance from stat just to condense the wording. Maybe add extra weapon die on crit as a fighting style with said weapons.(when thrown off course)

Desteplo
2018-11-27, 01:47 AM
I created a fighting style: +1 to hit with versatile/thrown weapons. Doesn’t take action to interact with weapons and shields.

If you make a feat you need to make it different enough that it matters:

Trick shot:
Throw distance increases to max (60ft)
-bonus action: throw a throwing weapon to use help action within 20ft
-once per turn: when you throw, if you miss you can reroll to hit adjacent target

dgnslyr
2018-11-27, 02:10 AM
I guess an important question is, how do we distinguish Throwing from conventional Ranged attacks?

Ranged tends to favor precise, powerful shots; the fighting style gives accuracy, and the Sharpshooter feat gives power. It does establish a paradigm we can copy, but that's not what I'd consider interesting, and it doesn't feel good to have Throwing be a bad version of Ranged, either, since Ranged attacks are better in pretty much every way.

How about: Throwing Expert

You get +1 to attack and damage rolls made with weapons with the Thrown property.
As a bonus action, you can make one attack with a weapon with the Thrown property.
You can interact with weapons with the Thrown property without spending your Object Interaction.


The first one makes it virtually a half-feat, the second gives a real, crunchy benefit, and the last bit resolves fiddly issues involving limited object interactions. It's also intentional that you get the benefits whether you swing or throw your weapon, to emphasize their versatility.

I still think it's a bad and weak feat for a bad and weak fighting style, but at the bare minimum it makes it mechanically feasible.

Desteplo
2018-11-27, 04:01 AM
I guess an important question is, how do we distinguish Throwing from conventional Ranged attacks?
.

How about: Throwing Expert

You get +1 to attack and damage rolls made with weapons with the Thrown property.
As a bonus action, you can make one attack with a weapon with the Thrown property.
You can interact with weapons with the Thrown property without spending your Object Interaction.



+1 is a better “duel wielder” feat wording
-you can already throw as a bonus action with two weapon fighting. Yours allows for two handed weapon users to throw a weapon on top of their normal attacks
-this is basically what we need to add to everything. But making it part of a feat makes everything seem dependent on the feat, and not everyone needs that feat to become great thrown weapon specialists.

Rogues are best in that they only need that one attack. Then draw one.

If we’re making a a specialist you need a fighting style and an optional feat.

Archers have fighting style and a feat
GWM: style/feat
Sword and board: shield master

There’s a theme and makes it feel like you can be a specialist and training into your craft from lvl1/2 (fighter/ranger) then at 4 picking up tricks

Because really, this only applies for ranger or fighter, Otherwise rogue is superior.


I created a fighting style: +1 to hit with versatile/thrown weapons. Doesn’t take action to interact with weapons and shields.

If you make a feat you need to make it different enough that it matters:

Trick shot:
Throw distance increases to max (60ft)
-bonus action: throw a throwing weapon to use help action within 20ft
-once per turn: when you throw, if you miss you can reroll to hit adjacent target

The feat with the rogue gives some extra bonus for bonus action and a potential reroll for sneak attack

For fighter/ranger gives them some support option (because we’ll be doing waaay to much trying to solve the damage issue) giving them a help and a versatility option

DanyBallon
2018-11-27, 06:50 AM
I have two version I'm playing with


Your proficiency using thrown weapons is exceptional, you gain the following benefits:

When you make a ranged weapon attack with a thrown weapon, your attack is also considered a melee weapon attack .
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
You can draw or stow up to three thrown weapons when you would normally be able to draw or stow only one

and


Your proficiency using thrown weapons is exceptional, you gain the following benefits:

When you make a ranged weapon attack with a thrown weapon, your attack is also considered a melee weapon attack .
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you make a ranged weapon attack with a thrown weapon, you may draw or pick up another weapon.

As you can see V2.0 is an evolution of V1.0
I prefer the 3rd bullet from version 2.0, but I'm still not satisfied with the 2nd bullet. I'm looking for an ability that would apply to more than just thrown weapons, without being too good, or duplicating an effect from another feat.

I like the OP concept of throwing an object to an ally within range.

Maybe the second bullet could allow the user to give an object (weight and/or size limit?) to any willing target within 20 ft as a reaction?

Wilb
2018-11-27, 08:15 AM
How about this?

Thrown Weapon Master:
Requirements: Proficiency with a thrown weapon.

• You can draw a thrown weapon as part of an attack and you do not suffer disadvantage while attacking prone targets.
• When you make an ranged attack with a thrown weapon wielded in one hand and your other hand is empty, you may add both your Dexterity and Strength modifiers to damage.
• When you take the attack action to throw a weapon while wielding a light thrown weapon in each hand, you may take a bonus action to throw both at the same time, getting advantage on the second attack if both weapons are thrown at a single target or to both if thrown at targets within 5ft of each other.
• When you take the attack action while wielding a thrown weapon without the light quality, you may take aim as a bonus action, improving your attacks this turn. Your improved attacks prone targets that fail a Strength check (DC = 8 + str mod. + proficiency). If the attack is a critical hit, failure on the check also means the weapon pierces the target and latches on the floor, imposing the Restrained condition. Removing the weapon can be done as an action or a freely by taking the attack damage again. The effect on critical hits doesn't apply for attacks made with nets and always apply for tridents.
• A net thrown by you is specially effective, adding twice your proficiency modifier to the Strength check needed for a creature to free itself and increasing its AC to 20. The net also can't be attacked by the creature restrained by it.

I tried to make it useful for all kinds of thrown weapons, hammers, daggers, spears and even the poor forgotten trident. Maybe making it two feats would be better?

Combat throwing Master:
Requirements: Proficiency with a thrown weapon, Not having taken the Trickster thrower feat.

• You can draw a thrown weapon as part of an attack and you do not suffer disadvantage while attacking prone targets.
• When you make an ranged attack with a thrown weapon and one of your hands (your off hand?) is empty, you may add both your Dexterity and Strength modifiers to damage.
• When you take the attack action while wielding a thrown weapon without the light quality, you may take aim as a bonus action, improving your attacks this turn. Your improved attacks prone targets that fail a Strength check (DC = 8 + str mod. + proficiency). If the attack is a critical hit, failure on the check also means the weapon pierces the target and latches on the floor, imposing the Restrained condition. Removing the weapon can be done as an action or a freely by taking the attack damage again. The effect on critical hits doesn't apply for attacks made with nets and always apply for tridents.
• A net thrown by you is specially effective, adding twice your proficiency modifier to the Strength check needed for a creature to free itself and increasing its AC to 20. The net also can't be attacked by the creature restrained by it.

Trickster thrower:
Requirements: Proficiency with a thrown weapon, Not having taken the Combat throwing Master feat.

• You can draw a thrown weapon as part of an attack and you do not suffer disadvantage attacking at long range with your thrown weapons.
• When you make an ranged attack with a thrown weapon and one of your hands (your off hand?) is empty, you may add both your Dexterity and Strength modifiers to damage.
• When you take the attack action to throw a weapon while wielding a light thrown weapon in each hand, you may take a bonus action to throw both at the same time, getting advantage on the second attack or to both if thrown at a target within 5ft of two or more allies or enemies in any combination. These attacks don't need to be made at a single target.
• You are proficient with throwing adventuring equipment (such as an acid flask, ball bearings and caltrops), adding your proficiency modifier to attack rolls and any damage, saving throw or check caused by them. This also allows you to pass small objects, as the aforementioned adventuring equipment, as well as potions and other items allowed by your DM, to your allies, in place of an item interaction, they need a free hand to catch them. The range of thrown items with this ability is 25ft.

Too overpowered, I think, but I think they could be trimmed down to work.

Citan
2018-11-27, 07:09 PM
A player in a game I run wants to become a thrown-weapon specialist, currently heading toward level 6 as a fighter. There's very little support for throwing weapons in the game right now, so here's a feat I came up with to help:


Throwing Mastery

Increase your Strength or Dexterity score by 1, to a maximum of 20
When you throw a weapon or another object, you can draw another weapon or object of two pounds or less from a belt-pouch, sheathe, pocket or other easily accessible location on your body without using an action. You can use ability this a number of times per round equal to your dexterity modifier.
You can throw weapons and other objects an extra number of feet equal to your strength score. This applies to both the normal and long ranges of a thrown weapon.
As a bonus action, you can safely throw weapons and other items weighing 2 pounds or less to allies within 30 feet of you (your strength score applies, see above) as long as they have a free hand to catch the item and use a reaction to do so. Passing a weapon this way is not an attack and deals no damage. Objects thrown this way do not break when caught. If the recipient does not catch the item, it falls to the ground at their feet, and may break if it would normally break when thrown.




First off, it's a half-feat. This is helping to bring a trashy build up to par, no need for any more penalties than are absolutely necessary
This is the core "patch". Throwing weapon specialists are greatly hindered by action economy in a way that most other ranged weapon users aren't.
A boost to help them get somewhat closer to parity with archers. Deliberately uses a different stat than ability #2. She's invested into both, I feel like she should feel good about that.
A ribbon, but you can use it to toss healing potions across the room to an ally that needs one, or pass the macguffin to another party member. The sort of thing I generally allow with rolls from both parties and a chance of failure, but the feat just says "you can do this, it works".


Ideally the feat should work with items like vials of acid, alchemist's fire, etc. I think I've worded it in such a way that I accomplish that.
Hi!

Those are great ideas.
Honestly though I'd simply drop all the weight-related issue, unless you think it's still important (you're probably much more experienced than me in that topic). Just saying that because as a player and as a DM, I wouldn't bother checking every time.
If you want to put restriction, just say "any item that you can carry one-handed or any weapon that has the light property".

In fact, I think only your idea of throwing to allies need any safety perimeter. Considering everything happening off-turn uses up your reaction, I cannot see right now a situation in which you would draw things more than 2-3 times off-turn, and considering dual-wielding is more appealing to STR builds than DEX (who can simply switch to ranged weapons), you'd be putting an artificial and somewhat compelling limitation on the exact playstyle you want to promote.
Edit: I see you thought about this with a specific in-play character in mind. Don't forget you are actually designing a homebrew *feat*. If your players like it, if it works well, you/they may want to make it "official". Reason why I'd suggest taking a few steps back from character and try to finalize your feat in a way that would be appreciated by many kind of dual-wielders. :)

So I'd simplify your ideas as such.

1. During your turn, you can draw as many small objects or weapons as you need, provided the latter have the "light" property. If you pick Dual Wielder, you can freely draw any single-handed weapon.

2. When throwing weapons and objects, both normal and long range are increased by 20 feet.

3. As a bonus action, you can throw to allies as many objects of no more than 2 pounds each as you want, as long as they are within 30 feet to you, can see or hear you and have a reaction available to catch the thrown object.