Roguish Archetype: Trickshot
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.
Trickshot Features
| Level | Feature |
|---|---|
| 3rd | Trick Shots, Sharp Striker |
| 9th | Steady Hands |
| 13th | Sharpened Senses |
| 17th | Quick Shot |
Trick Shots
When you choose this archetype at 3rd level, you begin to learn how to master thrown weapons and can perform trick shots while using them.
You learn three trick shots of your choice, however you can use only one trick shot per attack. You learn two additional trick of your choice at 6th, 12th, and 17th level. Each time you learn new trick shots, you can also replace one trick you know with a different one.
You can perform a number of trick shots equal to one half your level (round down), and must finish a short or long rest to regain them.
Sharp Striker
At 3rd level, each time you make a weapon attack you can instantly draw a thrown weapon before making the attack, provided you have a free hand.
Additionally, attacking at long range with thrown weapons does not impose disadvantage.
Steady Hands
At 9th level, you can throw a weapon while an enemy is within 5 feet without taking disadvantage on the attack roll.
Further, you can forgo movement and reduce your speed to 0 until the start of your next turn to steady your aim - while your speed is 0 you gain advantage on all thrown weapon attack rolls.
Sharpened Senses
Starting at 13th level, you gain proficiency with the Insight and Perception skills. If you are already proficient with these skills, you add double your proficiency bonus.
While your speed is 0 as a result of your Steady Hands feature, your thrown weapon attacks score a critical hit on a roll of 19 or 20.
Twin Shot
At 17th level, if you engage in two-weapon fighting with your thrown weapons, you add your ability modifier to the damage of the off-hand thrown weapon as if you had the Two-Weapon Fighting style.
Further, while two-weapon fighting with thrown weapons, you can apply sneak attack to both thrown weapon attacks, even if the first utilizes your sneak attack feature.
Trick Shots
- Banked Shot. You must declare you are using this trick shot before you make the attack roll. You angle your thrown weapon attack, bouncing it off a surface or object, allowing you to ignore half or three-quarters cover.
- Deflecting Shot. (Prerequisite: 6th level) As a reaction, you may hurl a thrown weapon toward a missile that hits you or a target within 10 feet of you. When you do so, the damage the attack deals is reduced by 1d10 + your Dexterity modifier + your level. If you reduce the damage to 0, you can reflect your thrown weapon off of the incoming missile to hit the attacker, making an attack roll against them as part of this reaction.
- 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.
- Empowered Shot. You must declare you are using this trick shot before you make the attack roll. You throw a weapon with great vigor; you add your Strength modifier as well as your Dexterity modifier to the damage of this attack.
- Grazing Shot. When you miss with an attack roll and did not roll a 1, the attack instead grazes your target, causing them to take damage equal to your Dexterity modifier.
- Grounding Shot. When your thrown weapon attack hits a flying creature, you can cause it to fall down to ground level (or fall up to 500' if it is flying higher than that). It does not impact the ground, take falling damage, or lose its ability to fly. It is not prone or restrained in any way, and can fly back up on its turn if it desires.
- Hobbling Shot. When you hit a creature with a thrown weapon attack, it causes the target's speed to be reduced by half until the end of its next turn.
- Second Shot. (Prerequisite: 6th level) When you take the attack action, you may make an additional attack with a thrown weapon. This is in addition to any Extra Attacks you gain from the feature of that name or similar features and effects.
- Returning Shot. When you hit a creature with a thrown weapon attack, after striking the target your thrown weapon rebounds in an arc, returning to your hand at the end of this turn.
- Stealthy Shot. You must declare you are using this trick shot before you make the attack roll. If you attack with a ranged weapon while hidden, you do not reveal your location whether you hit or miss the target.
- Stunning Shot. (Prerequisite: 12th level) When you hit a creature with a weapon attack, you can attempt to stun the target. If the target is large or smaller, it must make a Constitution saving throw with the DC equal to 8 plus one half of your level (round down). On a failed save, it is stunned until the start of its next turn.
- Throw Anything. Select one melee weapon or a type of nonweapon object (such as playing cards, kitchen utensils, ball bearings, or anything similar). You gain proficiency with that item as a thrown weapon. It deals 1d4 damage of a type appropriate to the item (bludgeoning, piercing, or slashing), has a range of 20/60 feet, and the Finesse property. You may select this trick multiple times, each time choosing a new weapon or object. Note that using this Trick Shot does not consume uses of your Trick Shots class feature.
- Vital Shot. You must declare you are using this trick shot before you make the attack roll. If the attack hits, it is a critical hit regardless of the result of the dice.
Heavily inspired by u/sthenial's Quickshot archetype on reddit.