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Quickshot

You are a masterful worker of thrown weapons; Whether you skulk, utilize a quick wit, maintain the silence of a ninja, or the thievery of a bandit, you can strike down a target within the blink of an eye.

Quick Tricks

When you choose this archetype at 3rd level, you begin to learn how to master thrown weapons and can perform quick tricks while using them.
You learn three quick tricks of your choice, many of which enhance an attack in some way. However, you can use only one trick per attack unless otherwise stated. You learn two additional trick of your choice at 6th, 12th, and 17th level. Each time you learn new tricks, you can also replace one trick you know with a different one.
You have a number of quick tricks you can use equal to your Sneak Attack die, and must finish a short or long rest to regain them.
Some of your tricks require your target to make a saving throw to resist the trick’s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Dexterity modifier.

Sharp Striker

At 3rd level, you can instantly draw or stow up to two thrown weapons before making an attack action, provided you are empty-handed.
Also, attacking at long range with thrown weapons does not impose disadvantage.

Steady Aim

At 9th level, your thrown weapons curve mid-air and rebound off the target, returning to your hand at the end of your turn.
Further, you can forego your full movement to steady your aim. While aiming, you take half your dexterity modifier, rounded down (minimum of 1), and add it to your thrown weapon attack rolls made this turn.

Sharpened Senses

Starting at 13th level, you gain proficiency with the Acrobatics and Perception skills. If you are already proficient with these skills, you add double your proficiency bonus. Additionally, while aiming as a result of your Steady Hands feature, your thrown weapon attacks score a critical hit on a roll of 19 or 20.

Quick Shot

At 17th level, you may engage in two-weapon fighting with your thrown weapons, adding your ability modifier to the damage of the off-hand thrown weapon, as if you had the Two-Weapon Fighting style.
While two-weapon fighting with thrown weapons, you can apply sneak attack to both thrown weapons in a turn, and you can add 3d6 to your sneak attack damage.

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Quick Tricks

Second Shot

You may make an additional attack with a thrown weapon. You can target the same creature with both weapons, or two different creatures with each weapon, both of which being within 10 feet of each other.

Banked Throw

You angle your thrown weapon, bouncing it off a surface or object, causing it to ignore half or three-quarters cover.

Ankle Strike

Your thrown weapon pierces your target's ankle. The target must make a Constitution save or have its speed to be reduced by half until the end of its next turn.

Deflecting Strike

As a reaction, you may throw a weapon toward a missile that passes within 10 feet of you. If your attack roll exceeds the attack roll of the missile, your thrown weapon deflects the missile, causing it to miss its target.

Close Quarters Shot

You can throw a weapon while an enemy is within 5 feet without taking disadvantage on the attack roll. You can apply a second quick trick to this attack.

Tactical Edge

You masterfully throw your weapon, insuring a blunt, sharp or slashing result. You may choose whether your attack deals bludgeoning, piercing, or slashing damage.

Empowered Shot

You throw a weapon with great vigor; you add your Strength modifier as well as your Dexterity modifier to the damage of this attack.

Precise Shot

You can throw any weapon in which you have proficiency as if it has the Thrown (range 20/60) and Finesse weapon properties.

Disrupting Blow

When you hit a creature with a thrown weapon attack, you can attempt to disrupt the creature’s concentration, causing it to have disadvantage on any Constitution saving throw it must make to maintain concentration as a result of the attack

Grazing Strike

When you miss with an attack roll and did not roll a 1, the attack instead grazes your target, causing them to take half damage that your weapon would normally deal on a hit. This trick does not allow for sneak attack damage to be dealt.

Quick Wit

You have sharp reflexes; As a bonus action you can make an Intelligence (Investigation) or a Wisdom (Perception) check with advantage on uncovering illusions or invisible enemies within 20 feet of you. As a part of this bonus action, you may make a single thrown weapon attack against an enemy discovered in this way.

Clever Resolve

When you take damage, you can use your reaction to keep yourself quick witted against the blow, gaining a number of temporary hit points equal to your rogue level.

Springed Step

Prerequisite: 6th level
When a hostile creature you can see ends their turn within 5 feet of you, you can use your reaction to immediately move up to half your speed away and make a weapon attack with a thrown weapon against that creature. You can make this thrown weapon attack before or after you move, and this movement doesn't provoke opportunity attacks from the triggering creature.

Silencing Strike

Prerequisite: 12th level
With a thrown weapon attack, you can attempt to silence the target as the weapon aims for its' throat. If the target is large or smaller, it must make a Constitution saving throw. On a failed save, it is silenced until the end of its next turn.

Hailing Shots

Prerequisite: 18th level
As an action on your turn, you can make a thrown weapon attack against any number of creatures that you can see, and are within range. Make separate attack rolls for each target, and a single damage roll to apply to each creature you hit. You apply critical hit damage to individual creatures as appropriate, and divide sneak attack damage as a one-to-one ratio of die to target. For example, if you are 18th level, you divide your 9d6 of sneak attack equally to nine targets, adding additional die if there are less creatures than the amount of sneak attack die you have.

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