Arcane Thrower (5e Class)

From D&D Wiki

Jump to: navigation, search

Arcane Thrower[edit]

An Arcane Thrower uses the magical knowledge it has learned to transform the very weapons it uses into the damaging spells it wishes to cast. Many of these warriors prefer not to keep such magic close to them, causing these items to be thrown at enemies because they will always return anyway. These usually high ranking warriors study for years and practice endlessly to perfect their throwing arm, be it with knives, axes, spears, etc.

Creating an Arcane Thrower[edit]

Many of those that take this kind of rigorous training show dedication to many things they do at life making them dedicated to any task thrown their way that needs to be completed.

Quick Build

You can make a arcane Thrower quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the soldier background. Third, choose 2 daggers, a bundle of 5 javelins, a chain shirt and an alchemist's pack as your starting equipment.

{{{2}}}
{{{3}}}

Class Features

As a Arcane Thrower you gain the following class features.

Hit Points

Hit Dice: 1d8 per Arcane Thrower level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane Thrower level after 1st

Proficiencies

Armor: Medium, Light
Weapons: Simple weapons, thrown weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose 2 from Arcana, Acrobatics, History, Insight, Investigation, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 daggers or (b) A spear
  • (a) 5 hand axes or (b) A bundle of 5 javelins
  • (a) Leather armor or (b) A chain shirt
  • (a) An alchemist pack or (b) A scholar's pack

Table: The Arcane Thrower

Level Proficiency
Bonus
Features Invocations
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Elemental charge
2nd +2 Spell Casting, Arcane invocations 1 2
3rd +2 Master of throwing 1 3
4th +2 Ability Score Improvement 2 3
5th +3 Extra Attack 2 4 2
6th +3 Master of throwing feature 3 4 2
7th +3 Status Resistance, Elemental charge upgrade 3 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 4 4 3 2
10th +4 Master of throwing feature 5 4 3 2
11th +4 Additional master of throwing 5 4 3 3
12th +4 Ability Score Improvement 6 4 3 3
13th +5 6 4 3 3 1
14th +5 Master of throwing feature 7 4 3 3 1
15th +5 Foresight 7 4 3 3 2
16th +5 Ability Score Improvement 8 4 3 3 2
17th +6 8 4 3 3 3 1
18th +6 Elemental Fury 9 4 3 3 3 1
19th +6 Ability Score Improvement 9 4 3 3 3 2
20th +6 Singular Focus 10 4 3 3 3 2

Fighting Style[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again.

Throwing Arm

You gain a +2 bonus to attack rolls you make with thrown weapons.

Close Quarters Thrower

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Strong Throw

You gain a +1 bonus to damage rolls you make with Throw weapons.

Elemental Charge[edit]

You can infuse your weapons with elemental magic that adds magic properties with every throw. As an action, you can shout the type of any element, and by putting the power of your magic into your words, you change your weapons damage to any elemental type from acid, cold, fire, or lightning. The effects of this feature lasts until you use another action to change the element, or someone else uses this weapon. Each weapon can have a different elemental charge, add +1d4 damage of that element to all attacks made with that weapon, this increases at lvl7 to plus 1d8, in combat a bonus action must be used to change a weapons element.

Spellcasting[edit]

At 2nd level, the arcane Thrower gains access to several arcane imbuements and spells to further augment their ranged attacks.

Preparing Spells

The Arcane Thrower table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer spell list. When you do so, choose a number of arcane archer spells equal to your Intelligence modifier + your arcane archer level(minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level arcane Thrower, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.

Spells Known

Your spells known equals your Intelligence modifier + your arcane archer level(minimum of 1).

Spellcasting Ability

Intelligence is the spellcasting ability for your arcane Thrower spells.

Spell attack modifier = Dexterity modifier + your proficiency bonus + your Intelligence modifier

Spell save DC = Dexterity modifier + your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use a thrown weapon as a spellcasting focus for your arcane archer spells.

Arcane Invocations[edit]

In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects.

At 2nd level, you gain one Arcane Invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane thrower levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.

You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.

Master of Throwing[edit]

At 3rd level, you may pick a subclass from Deadly Arm or Elemental Master. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, and 14th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at the 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Status Resistance[edit]

By 7th level, your use of imbuements and arcane magic has imbued your mind and body with protective magic. You have advantage on saving throws against being blinded, frightened, and petrified.

Additional Master of Throwing[edit]

At 11th level, you are able to learn the first learned feature of the subclass you have not chosen.

Foresight[edit]

Through divination magic you occasionally catch a glimpse of the immediate future. Starting at 15th level, whenever you must make a saving throw, you gain a bonus to the saving throw equal to half your proficiency bonus rounded down. You must be conscious to grant this bonus.

Elemental Fury[edit]

Starting at 18th level, you gain the ability to enchant a thrown weapon attack with the strongest forces of the elements. You may spend 1 charge to make a Thrown weapon attack deal explosive elemental energy. This attack deals an additional 3d8 elemental damage to all creatures in a 20ft radius if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.

Singular Focus[edit]

Beginning at 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.

Deadly Arm[edit]

Theses soldiers have spent their whole life perfecting the arc of their throws and spatial awareness to those allies near them allowing them to throw harder, faster, and more deadly projectiles.

Extreme Force[edit]

By 3rd level, your magic adds additional force behind your throws. You may add half your Intelligence modifier(rounded up) in additional damage to your damage rolls from ranged martial weapons.

Perfect Curvature[edit]

By 6th level, if an object is thrown at an enemy and an additional enemy is within 5 ft. they must succeed a Con saving throw or take 1/2 damage from the attack.

Enchanted Projectiles[edit]

By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier if the creature you hit is behind 1/2 or 1/4 cover.

High Velocity Throw[edit]

By 14th level, you can put so much force behind your throws all targets (Large or Smaller) hit by a thrown weapon makes a DC con 15 or is pushed back 10ft. You also no longer have the chance to hit an ally due to your precise calculations for even when your throw goes wrong.

Elemental Master[edit]

There are those that really more on their knowledge of the arcane than the skill the posses these masters prefer to rely on magic more than the steel in their hands.

Studier of the Primordial[edit]

By 3rd level your knowledge in the four primitive elements you have advantage on any skill check that has to do with Fire, Water, Air, or Earth

Magical Arms[edit]

by 6th level you no longer always need your weapons in a worst-case scenario you can create a copy of your weapon out of mid-air to throw, this attack counts as magical but cant be elementally enchanted by elemental charge, can use once per short or long rest


Throwable Enchantments[edit]

By 10th level, your ability to add magical effects to your weapons has made every attack now count as magical and ignores magical barriers such as force fields and magic shields, Antimagic or dispell cancels this effect

True Elemental Master[edit]

By 14th level your elemental knowledge has come almost second to none, each weapon can be Elementally charged to two elements each add a damage dice for each element.

Arcane Thrower Spell List[edit]

(All spells that enchant projectiles enchant your thrown weapon for equivalent turns)

Cantrips

dancing lights, light, mage hand, minor illusion, message, prestidigitation, mending

1st Level

absorb elements[1], alarm, detect magic, hunter's mark, identify, entangle, expeditious retreat, faerie fire, fog cloud, grease, zephyr strike[2]

2nd Level

acid arrow, arcane lock, blindness/deafness, darkness, gust of wind, invisibility, misty step, pass without trace, silence, suggestion, web

3rd Level

counterspell, dispel magic, flame arrows[3], hypnotic pattern, major image, lightning arrow[4], sending, thunder step[5] wind wall

4th Level

arcane eye, confusion, compulsion, dimension door, fire shield, freedom of movement, locate creature, resilient sphere

5th Level

animate objects, conjure volley[6], hold monster, geas, modify memory, passwall, scrying, seeming, wall of force

Arcane Invocation List[edit]

— Projectile Return
  • Cantrip

As a bonus action, you may return a thrown weapon to your hand

— Bolt
  • Requires 1st level spell slot or higher

As a reaction, you may shock a creature that has hit you with a melee attack. This creature may make a Constitution saving throw versus your spell save DC to take half of the 2d8 lightning damage and not lose their reaction. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st.

— Brute Bane Strike
  • Requires 2nd level spell slot or higher
  • Concentration, up to 1 minute

As a bonus action, you charge a throwable weapon with necromantic magic. On hit, the target must make a Constitution saving throw equal to your spell save DC to take half of the additional 3d10 necrotic damage and to not gain disadvantage on Constitution saving throws until the start of your next turn. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

— Bursting Strike
  • Requires 2nd level spell slot or higher
  • Concentration, up to 1 minute

As a bonus action, you imbue your thrown weapon with a blast of force energy drawn from the school of evocation. If you hit a creature with this, each creature within 10 feet of it takes 2d8 force damage. When you cast this invocation using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

— Defensive Throw

As a bonus action, you may use abjuration magic to weave a charm that disrupts your enemy’s magic. If your next ranged attack roll hits, the target suffers disadvantage on the next attack roll it makes before the start of your next turn.

— Piercing Throw
  • Requires 3rd level spell slot or higher

As an action, you may throw an ethereal projectile passes through foes and obstacles. This fires forward in a line that is 5 foot wide and 60 feet long. Each creature in the line must make a Dexterity saving throw versus your spell save DC. On a failed save, the target takes 5d10 piercing damage. On a successful save, a target only takes half as much damage. When you cast this invocation using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

- Quick Shot
  • Requires 2nd level spell slot or higher

You unleash a surge of energy within you, allowing you to temporarily act faster. If you took the Attack action on your turn, you may move 10 feet and make a Thrown weapon attack against a creature within 30 feet of you as a bonus action.

— Searing Strike
  • Requires 1st level spell slot or higher
  • Concentration, up to 1 minute

As a bonus action, you may enchant your Thrown weapon attacks. On your next Thrown weapon that hits, the ammo flares with white-hot intensity, and the attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of the target's turns or until the spell ends, the target must make a Constitution saving throw versus your spell save DC. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this invocation using a spell slot of 2nd level or higher, both instances of damage increase by 1d8 for each slot level above 1st.

— Thicket Toss
  • Requires 1st level spell slot or higher
  • Concentration, up to 1 minute

As a bonus action, you charge a weapon with poisonous nature energy that wraps around the target. On a hit, the target must make a Constitution saving throw equal to your spell save DC to take half of the 3d6 poison damage, and not have its speed is reduced by 10 feet for 1 minute. If the target or a creature within 5 feet of it, uses an action to remove the brambles with a successful Strength (Athletics) check against your spell save DC, the creature's base move speed is not reduced by 10 feet anymore. When you cast this invocation using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st, and the speed reduction increase by 5 feet for each slot level above 1st.


— Windy Rebuke
  • Requires 1st level spell slot or higher

As a reaction, you may attempt to push any Large or smaller creature that moves within 5 feet of you. This creature may make a Strength saving throw versus your spell save DC to take half of the 3d4 slashing damage and not be pushed away 10 feet away from you. When you cast this invocation using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st, and the push distance increases by 5 feet for each slot level above 1st

References[edit]

  1. D&D 5e XGtE pp.150
  2. D&D 5e XGtE pp.171
  3. D&D 5e XGtE pp.156
  4. D&D 5e PHB pp.255
  5. D&D 5e XGtE pp.168
  6. D&D 5e PHB pp.226

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the arcane Thrower class, you must meet these prerequisites: Intelligence 13 and Dexterity 13.

Proficiency. When you multiclass into the arcane Thrower class, you gain the following proficiencies: Thrown weapons and one Arcane Thrower skill.


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors