Weapon Tosser (5e Class)

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Weapon Tosser[edit]

Tirelessly working on his laboratory, the gnome prepares his deadly concoction. Using his alchemical knowledge, he creates powerful explosives, and prepares his trusty pouch with vials of acid, poison and liquid fire, getting ready for the adventure ahead.

Riding his horse with great speed, the half-orc pursues a robber, who've stolen his camp in the middle of the night. The bandit is confident, as he increases the distance between the two of them, as he moves further from the sluggish brute that follows him. The orc raises his axe and throws against the bandit. The blade misses, but the relief is short lived, as a chain wraps around the robber, pulling him from his mount and dragging him to the ground.

Juggling knives with great ability, the circus performer throws one, two, three and more daggers in the air, as if he had more than just two arms. Then, he throws the knives, contouring the body of the assistant without hurting her, causing exasperated gasps from the concerned crowd and, then, a wave of applauses.

Weapon tossers are very skilled with their hands and sight, being agile and precise individuals. They use thrown weapons to keep distance from their foes, while always keeping a melee weapon at hand if necessary, becoming extremely versatile and deceptive warriors, turning anything that can be thrown into a weapon in their hands.

Creating a Weapon Tosser[edit]

When creating a weapon tosser, ask where did you learned and why your skills as a tosser are necessary. Maybe you where a hunter, hurling gigantic spears and harpoons towards your prey; or a circus performer, putting the lives of an assistant bound to a target at risk for the joy of the crowd; or maybe an alchemist, crafting bombs for the army of the realm.

Quick Build

Your primary ability score depends on your chosen style: either Intelligence (Alchemy), Strength (Heavy) or Dexterity (Swift). Choose the background also dependant on your style: Guild Artisan (Alchemy), Soldier (Heavy), Entertainer (Swift).

Class Features

As a Weapon Tosser you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, net, trident
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Perception or Sleight of Hand

Equipment

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

  • (a) studded leather armor and 20 darts or (b) chainmail (heavy thrower only)
  • (a) one martial weapon and two handaxes or (b) two simple weapons and five javelins
  • (a) dungeoneer's pack or (b) explorer's pack
  • five daggers, one handaxe

Table: The Weapon Tosser

Level Proficiency
Bonus
Features
1st +2 Throwing Specialist, Tossing Style
2nd +2 Precision Mark, Killer Throw
3rd +2 Sharp Reflexes, Style Feature
4th +2 Ability Score Improvement
5th +3 Escape Throw
6th +3 Style Feature
7th +3 Sharp Senses
8th +3 Ability Score Improvement
9th +4 Counter Throw
10th +4 Style Feature
11th +4 Thrown Barrage
12th +4 Ability Score Improvement
13th +5 Distracting Throw
14th +5 Style Feature
15th +5 Evasion
16th +5 Ability Score Improvement
17th +6 Supernatural Reflexes
18th +6 Superior Mark
19th +6 Ability Score Improvement
20th +6 Supreme Reflexes

Throwing Specialist[edit]

Starting at 1st level, you can quickly throw weapons with great ability. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

Also, once per turn, when you hit a creature with a ranged attack made with a thrown weapon, you cause additional damage equal to your Tosser Die.

Tossing Style[edit]

Starting at 1st level, you can choose your style of weapon tossing. You can choose between the Alchemical Style, the Heavy Style and the Swift Style, all in the end of the class description. Your styles grant you features at 1st level, and again at 3rd, 6th, 10th and 14th levels.

Precision Mark[edit]

Starting at 2nd level, when you hit a creature with a ranged attack, you can place a mark on that creature. While the creature is marked, whenever you make a ranged attack with a thrown weapon against it within the short range of your weapon, you can use your bonus action to have Advantage on that attack.

Killer Throw[edit]

Also at 2nd level, when you hit a marked creature with your ranged weapon attack, you can choose to end the mark. If you do so, that creature takes additional 2d6 damage from the attack.

You can use your Killer Throw a number of times equal to your Wisdom modifier (minimum 1), and regain your uses after completing a long rest.

Sharp Reflexes[edit]

Also at 3rd level, when you make a Dexterity saving throw against an effect you can see, or when you are targeted by a ranged attack, you can use your reaction to impose advantage or disadvantage to the roll (as appropriate).

If a ranged attack made with a thrown weapon or projectile misses when you use this feature, and you have a free hand, you can catch that projectile. If your marked creature is within your short range, you can make an attack against it as part of the same reaction using the caught object.

Ability Score Improvement[edit]

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

Escape Throw[edit]

At 5th level, when a creature moves within 5 feet of you, you can make a ranged attack using a thrown weapon against it as a reaction. If you hit, you can Disengage and move up to 30 feet as part of the same reaction.

Sharp Senses[edit]

At 7th level, you add your Wisdom modifier to your Dexterity checks and saving throws.

In addition, you have Advantage on all Wisdom (Perception) and Intelligence (Investigation) checks based on sight.

Counter Throw[edit]

At 9th level, when a marked creature creature hit a creature within your thrown distance using a ranged attack, you can throw your weapon towards the attack, turning it into the target instead. Doing so requires your reaction and destroys the weapon (magic weapons are destroyed or not, at the DM discretion).

Once you do so, you can't do it again until you finish a short or long rest.

Thrown Barrage[edit]

At 11th level, you can unleash a devastating barrage of throws against your enemies. As an Action, you can make one ranged attack with a thrown weapon against each creature in a 30-foot cone. You must make a separate attack against each target.

Distracting Throw[edit]

At 13th level, you can use a bonus action to throw a harmless object towards a creature (such as a piece of fabric, sand or another thing), distracting it. Make a ranged attack against a creature within 10 feet and, on a hit, that creature can't take reactions until the start of its next turn. Creatures that can't be blinded are immune to this feature.

Evasion[edit]

Beginning at 15th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Supernatural Reflexes[edit]

At 17th level, when you make a Dexterity or Wisdom check, saving throw or attack roll and you miss, you can use your reaction to reroll that check with advantage. Once you do so, you can't do it again until you finish a short or long rest.

Superior Mark[edit]

At 18th level, you can have two marks, rather than one, placed at the same time.

In addition, when you roll initiative and have no uses of your Killer Throw feature left, you regain one use of that feature.

Supreme Reflexes[edit]

When you reach the 20th level, you gain one additional reaction in each turn (you can still take only one reaction per turn). Whenever a creature moves within the short range of your thrown weapon for the first time, you can make a ranged attack with it using that reaction.

Tossing Styles[edit]

Alchemical Style[edit]

Alchemical tossers are, as the name implies, alchemists who specialize in creating explosive concoctions - their alchemical bombs - are trained in hurling those potions with great accuracy.

Bonus Proficiency

At 1st level, you gain proficiency with the herbalist kit, the alchemist kit and the poisoner's supplies.

In addition, you add your proficiency bonus to attack rolls with vials of acid, alchemist fire, holy water and similar items.

Alchemical Bombs

Starting at 1st level, you learn how to create alchemical bombs. Your bomb save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Alchemist Pouch. Your alchemist pouch has enough resources for 10 alchemical bombs. You can replenish 1 use of the pouch by spending 2 sp, or by succeeding on a DC 15 Wisdom (Survival) to gather materials that can be done during a short rest.
Bombs. When you finish a long rest, if you have the alchemist kit or the poisoner supplies on you, you can spend any amount of uses available on your pouch to create bombs. On your hands, a bomb is a simple ranged weapon with the thrown (20/40) and finesse property.
The damage type is determined when you craft the bomb: acid, poison or fire. You need the alchemist kit to craft acid and fire bombs, and the poisoner's supplies for poison bombs.
Damage and Radius Progression. The bomb causes 1d10 damage. In addition, all creatures within 5 feet of your target must succeed on a Dexterity save or suffer the same damage (without your ability modifier). The damage and radius of your explosion increases as you gain levels: 2d10 and 10 feet (5th level); 3d10 and 15 feet (11th level); and 4d10 and 20 feet (20th level).
You also add this damage and properties to any attack made with acid vials, alchemist fire, holy water or similar items.
Mark Area

At 3rd level, when you place a mark, you can choose an area of 10-feet sphere, instead of marking a creature. When you throw a bomb targeting the area, rather than a creature, you can use a bonus action to force creatures in the area to make the saving throw against the bomb at disadvantage.

If you choose to use your Killer Throw, all creatures in the area that fail the save suffer the additional damage.

Potion Thrower

At 3rd level, you are able to throw magic potions using your bonus action. The potion gains the range of your bombs, and on a hit, it causes the potion effects on the target.

In addition, you can craft magical potions if you have the alchemist kit and the alchemist pouch on you, by spending the regular amount of time and resources, but not requiring the access to the spell or spell slots.

Superior Concoctions

At 6th level, your bombs gain additional effects, depending on their damage type. The effects are apply only against the target (but not the creatures in the area of effect).

Acid. If the target is wielding a non-magical weapon or shield, or wearing a non-magical armor, that is destroyed on a hit (choose one). If the target is a construct, object or structure, the attack is a critical.
Fire. The target suffer the effects of being hit by alchemical fire, but using your bomb save DC.
Poison. The target is poisoned until the end of your next turn.
Dangerous Throw

At 10th level, when a creature fails the saving throw against your bomb, that creature takes half damage, rather than no damage.

Curative Concoctions

At 14th level, you learn how to concoct bombs with curative properties. You must spend 1 use of healer's kit and have the herbalist supplies on you to craft it. This counts against the maximum number of bombs you can craft during a rest. On a hit, a creature regain hit points equal to your bomb die, and creatures in the area regain hit points equal to half that amount.

The same creature can't benefit from this bomb again until it completes a short or a long rest.

Heavy Style[edit]

Heavy tossers are adept to throwing heavy objects, usually melee weapons that aren't normally meant to be thrown. With the aid of heavy chains, they can recover their weapons, alternating graciously between short and long range combat.

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor and shields, and with the smith's tools.

Heavy Throws

Starting at 1st level, you can use an Action to make a ranged attack with any melee weapon you are proficient. That weapon is considered thrown (20/40) in your hands.

Starting at 5th level, this attack causes additional damage equal to one roll of the weapon's damage die. This increases to three rolls at 11th level and five rolls at 20th level.

Chained Weapons

At 3rd level, you gain the ability to attach a chain to your weapons, in order to recover them after throwing. Attaching a chain to a weapon requires your smith's tools, and can be done during a short rest.

In addition, when you hit a creature with a chained weapon, you can choose to either push the creature up to 10 feet in a straight line towards you; or to restrain the creature (as if the creature was hit by a net).

Mighty Arms

When you reach the 6th level, your muscles have been strengthened by your throws. You can use your bonus action to give yourself Advantage on a Strength (Athletics) check you make that involves your arms.

When you use this bonus action, you also don't spend additional movement to climb or swim.

Throw Anything

At 10th level, you can throw any object. Your thrown distance equals your jump distance with it, and you add your proficiency bonus to the attack. The object causes damage equal to 1d6 per size increment (1d6 tiny, 2d6 small, 3d6 medium, 4d6 large).

You can also throw in this manner a creature you have grappled. Doing so requires a Shove context against it. On a success, the creature is thrown, taking the same damage for that throw and is knocked prone.

Brutal Throw

At 14th level, when you hit a marked creature with a throw weapon that lacks the light or finesse properties, that creature is pushed 10 feet back or knocked prone (your choice). On a critical hit, that creature is also stunned until the end of your next turn.

Swift Style[edit]

Swift throwers are agile and dexterous throwers, who often operate as performers in circus, either as magicians, jugglers or trick throwers. They can throw any object tiny enough to fit on their hands with deadly accuracy.

Bonus Proficiency

At 1st level, you gain proficiency with two of the following skills: Acrobatics, Performance, Sleight of Hand or Stealth (if you choose performance, you can use Dexterity, rather than Charisma, for checks with it).

In addition, you become proficiency with the playing card set.

Fast Throws

At 1st level, you can use an Action to make an attack with any tiny object that can fit in your hand. That object is considered a simple weapon ranged with the light, finesse and thrown (20/40) property, and causes 1d4 damage. The damage increases with your Tosser Die.

The amount of attacks you can make when you use this action becomes two at 5th level, three at 11th level and four at 20th level.

Quick Hands

Also at 3rd level, you can use your bonus action to take the Use an Object action, to make a Dexterity (Sleight of Hand) check, or to make an attack with a weapon that have the light and finesse properties.

Ricochet

At 6th level, when you hit a Marked target with a ranged attack using a throw weapon, you can use your bonus action to ricochet that throw. Doing so allow you to make another attack against a creature as if you were on the marked creature position.

Swift Toss

At 10th level, when you hit a creature with a melee weapon attack, you can immediately make another attack against the same target without using an Action.

You can use this feature a number of times equal to your Dexterity modifier, and regain your uses after finishing a long rest.

Multiple Marking

At 14th level, when you mark a creature, you can choose to place a temporary mark a number of creatures equal to your Wisdom modifier (minimum one). The mark last for 1 minute.

Whenever you hit a creature with a thrown attack, your weapon ricochet to one marked creature of your choice within the weapon's short distance, causing 1d6 damage of the weapon's type. Each weapon ricochets only once in this manner.

In addition, when you hit a creature with this temporary mark, you can choose to end the mark, causing additional 1d8 damage to that creature.

You can use this feature a number of times equal to your Dexterity modifier, and regain your uses after finishing a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Weapon Tosser class, you must meet these prerequisites: 13 Strength or 13 Dexterity.

Proficiencies. When you multiclass into the Weapon Tosser class, you gain the following proficiencies: Light Armor, Medium Armor, Simple Weapons, Trident, Net.

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