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Fighter : Weapon Thrower
## Martial Archetype ### Weapon Thrower *Swiftly moving around the battlefield, Weapon Throwers harass their enemies with fast and precise attacks, alternating with grace between range and melee combat styles. The fighters that choose to become weapon throwers learn how to create a supernatural link between them and their favorite piece of weaponry. That Bond insures that the weapon always return to their hand, allowing them to throw it again and again without ever knowing the fear of loosing their beloved flying tool.* #### Bonded Weapon Beginning at 3rd level, you can create a magical link between you and a thrown weapon of your choice by training with it during a short or a long rest. Choose a weapon with the Thrown property or a shield. That weapon or that shield becomes your Bonded Weapon.
* After every ranged attack you make with your Bonded Weapon, it returns to your hand. * You can make a shove attack against any creature within the short or long range of your Bonded Weapon as if you were in melee range with it. If the creature is further from you than the short range of your weapon, or if it has a cover, you make the Strength (Athletics) check with disadvantage. You can choose to replace your Bonded Weapon and make a Bond with an other thrown weapon or shield when you finish a short or a long rest.
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Depending on the type of your Bonded Weapon, you also gain some specific benefits.
**Shield.** If your Bonded Weapon is a shield, * It is considered a martial melee weapon for you. * It deals 1d6 bludgeoning damage and has the Thrown (20/60ft.) property. * You can draw or stow it as an object interaction. * It counts has if it was don when you have it in your hand. * If you make a Bond with a +1, +2 or +3 magical shield, it also counts as a +1, +2 or +3 weapon (you can add its bonus modifier to the attack and damage rolls).
**Thrown weapon.** If your Bonded Weapon is a Thrown Weapon, * It counts as both a Melee and a Ranged Weapon when you make a ranged attack with it. * If you hit a target with both a ranged attack and a melee attack during a same turn, that target takes an extra 1d6 piercing, bludgeoning or slashing damage (depending on the type of damage of your Bonded Weapon). #### Sharp Vision Starting at 7th level, your vision is so precise you make any perception or investigation roll using your sight with advantage, and you can make the Search action as a bonus action.
#### *Art Credit :* ***Wizards of the Coast*** \pagebreak #### Spectacular Throws When you reach 10th level in this subclass, you learn how to perform Spectacular Throws with your Bonded Weapon. When you make a Spectacular Throw, you can't make another one with the same weapon until you finish a short or long rest, or until you use the fighter's Second Wind feature. If your Bonded Weapon is magical, the damage dealt by your Spectacular Throws counts as magical. After a Spectacular Throw, your Bonded Weapon returns to your hand.
**Saving Throws.** Some of your Spectacular Throws require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
**Spectacular Throw save DC** =
8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
##### Spectacular Bounce *(Bludgeoning weapons only)*
As an action, you can throw your Bonded Weapon to a point you see within 30ft. of you. Your Bonded Weapon then bounce against each creature of your choice in a 20ft. radius around that point. Each target must succeed a dexterity saving throw or take 2d6 bludgeoning damage and be disoriented until the end of your next turn. When disoriented, a creature rolls a d4 and subtracts the number rolled from all its attack rolls, ability checks, as well as its saving throws. *The damage increases to 3d6 at level 15.* ##### Spectacular Hook *(Slashing weapons only)*
When you hit a target with a ranged attack with your Bonded Weapon, you can choose to expend one use of your Spectacular Throw feature to attempt to Hook the creature toward you. The target takes extra damage equal to your fighter level from your attack, and must make a Strength saving throw. On a failed save, it is pulled 20ft. toward you. If the Target is two sizes larger than you or bigger, it doesn't have to make the saving throw and you are automatically pulled 20ft. toward it instead. \columnbreak
##### Spectacular Skewer *(Piercing weapons without the Finesse property only)*
As an action, you can throw your Bonded Weapon on a 120ft. long line in a direction you choose. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 4d6 piercing damage, and if it is one size bigger than you or smaller, it falls prone. On a successful save, the creature takes half damage and doesn't fall prone. *The damage increases to 6d6 at level 15.* ##### Spectacular Steel Tempest *(Piercing weapons with the Finesse property only)*
As an action, you can throw your Bonded Weapon really fast all around yourself in a deadly tempest. Each creature within 10ft. of you must make a Dexterity saving throw. A creature takes 9d4 piercing damage on a failed save, or half as much damage on a successful one. *The damage increases to 12d4 at level 15.* #### Steel's Tempo Beginning at 15th level, after each ranged attack you make, if your speed is higher than 0 and that your are not prone, you can move 10ft. in the direction of your choice. #### Dual Bond When you reach 18th level in this subclass, you can use Bonded Weapon on two weapons or on a weapon and a shield at the same time.
#### *Art Credit :* ***LeRoiDeCarreau***
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