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.
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.
Also, attacking at long range with thrown weapons does not impose disadvantage.
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.
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.
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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