Links from Video ****************** Gooey Cube immersive 5e adventures on Kickstarter - bit.ly/GooeyCube Order Out of the Box Encounters for 5th Edition - bit.ly/OutoftheBoxEncounters5e
They did one a few years back that focused on knife throwing its still a good relevant video I think it was like the knife fighter id give it a watch im sure with the new fighting styles out they may do a new updated video like they did the deadly archer
Thought exactly the same. Just imagine a magnet powered hand axe flying and returning to hand continuously or using a knife shaped boomerang. Also counts as a +1 magical weapon that can be added to the +2 from the fighting style so no resistance.
@@hopefulmayhem5744 You are completely right. I was more referring to using Int for attack and DCs for the Arrow abilities so a minimum of 13 Str or Dex to multiclass and for your armor.
Beat me to it, buddy of nine and I saw that last night, go some Drunken Master Monk (or a number of other monks) with some tactics fighter, bladesinger wizard or assassin...you can make a real monster
@@Watusao1 rather nitpicky. If we are going there then there are a number of abilities that shouldn't work the way they do in D&D. Furthers, had to look through Sage Advice, they say yes. www.google.com/amp/s/www.sageadvice.eu/2015/11/03/does-the-dueling-style-apply-to-a-thrown-melee-weapon/amp/
This is WRONG. Dueling applies to MELEE weapons but you get the bonus even if you throw that weapon. Crawford answer yes to this, but people still conflate it's meaning. Darts do NOT get Dueling damage bonus. A melee weapon, thrown, would, even if it didn't have the thrown property. A Ranged weapon that isn't a melee weapon does NOT get Dueling bonus damage, (ie, a Dart).
I actually made juggler a homebrew feat where you can juggle up to three weapons, it requires concentration much like A spell, if you fail you drop half of what you are juggling but it allows you to make multiple throwing attacks in A round.
wow, thanks for another helpful and instructive review - - Player in my group announced about building a fighter with throwable daggers all over the chest, arms, and boots - plus backup canisters/cases of extra daggers - - will recommend to see your video!
So Jeremy Crawford did say that while "Archery" doesn't apply to thrown melee weapons, "Dueling" can. That leaves you with two potential "thrown weapon" fighters. One would be a dex-based fighter that uses darts with Sharpshooter, Archery and Thrown Weapon Fighting. It would deal lots of damage but would be challenged in doing magical damage. If you don't have an Artificer in your party or something, you're likely to have to multiclass. The second one, though, is a strength-based sort of scrapper that gets in there with javelins, hammers and the like, using Dueling and Thrown Weapon Fighting to attack in either melee or at range, adding +4 to all damage of thrown weapons. This character is very interesting. With the new Custom Lineage, you could conceivably start with 18 strength at level 1. This character could take the Slasher, Piercer and Crusher feats, which are all half-feats, and wind up with 20 Strength and 16 Constitution, which really isn't bad. Each of these feats has an interesting use -- once per turn, you can throw a hand axe and reduce your enemy's speed by 10 feet. You can throw a hammer and move them to an unoccupied space within 5 feet (even towards you, RAW). The piercer one is least interesting, creating just "more reliable" damage, but considering the highest thrown weapon range is the 30-foot javelin range, it might still be worth picking up. This character could be a Battle Master to make use of the "Quick Toss" maneuver for more attacks, or could be a Champion to crit more often and make better use of the critical bonuses on Crusher, Slasher and Piercer. While these feats are typically all about "specializing" damage, because the Fighter gets so many ASIs, he could conceivably take two or three to create a versatile scrapper. Finally, while he would be primarily using Dueling and not dual weapon fighting, he could use two weapon fighting to use his interaction and bonus action to get a (weaker) off-hand attack: Before your final attack in your Attack action, you use an interaction to draw a weapon in your off-hand. You then attack with a thrown weapon in your main hand -- drawing the weapon as part of the attack. Because you have two weapons in hand now, you don't gain the +2 Dueling damage for the main hand attack, but having a weapon in each hand as you throw allows you to use the bonus action to throw with your off-hand (which won't add your strength modifier, but will add the +2 Dueling damage). This would not work with javelins or spears.
The Eldritch Knight walks onto the battlefield armored, wielding a shield and spear. The knight throws the spear and thanks to Weapon Bond, it returns to their hand for the next attack.
The trick to a thrown weapon fighter is to have a cursed weapon: The spear of back biting. Magical +1,2 or 3 Fighter level 3: Taking battlemaster Thrown weapon fighting Ranger 3: colossus slayer thrown weapon fighting Gives you hunters mark, and a constant draw and throw bonus action for a dagger or axe throw for extra damage and constant bonus action use when not using quick toss superiority die to do am extra d8. Also the spear is able to be thrown 2 handed for each attack for a d8. Then extra attack as much as you can. Bonus action dagger or quick toss. If they are hunters marked you are throwing d8+d6 +d8(colossus slayer) +d8+d6(extra attack) + bonus action quick toss 1d8+1d8(superiority)+1d6
To answer the question about a ranged attack. In the phb under weapons. Thrown If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
I had come up with a feat for the 5e game that I am running. “Bullseye Increase your Strength or Dexterity ability score by 1, to a maximum of 20. When you throw a weapon with the thrown property as part of an attack, you may immediately draw one one-handed weapon that has the thrown property. You can choose to add both your Strength and Dexterity modifiers to damage rolls made with thrown weapons in which you are proficient.”
I've needed this Feat for my Robin build (from Batman). Variant Human that uses Darts (skinned as Batarangs lol) with 12 levels of Battle Master Fighter and 8 levels of Mastermind Rogue. You get 6 Feats, 3 Attacks (plus a Bonus Action Attack if you Dual Wield), and a 4d6 Sneak Attack. Plus all sorts of other goodies from the Classes/ Subclasses...
Level 3 Build Strength-focused Battlemaster Fighter. Thrown Weapon Fighting. Equipment: Chainmail, Versatile Weapon plus Shield, two Handaxes. Race: Variant Human with Dual Wielder Feat. Battlemaster Maneuver: Disarming Strike, Menacing Attack, Trip Attack. Aside from the Maneuver choices, that is a rather obvious Weapon Thrower build.
Yup, we would LOVE to see a build! I´ve seen several homebrew subclasses for thrown weapon characters but they all depend on the DM accepting them in their game so a build that uses official would be nice!
I can't wait for the Nerdarchist to do a video on it, added it to a character I'm building and would love to hear some other opinions on the fighting style
Thanks so much for your video. I personally would love to see your take on a build for a character that can use the same weapon for ranges and melee. For example, your duel wielding dagger thrower who is also deadly up close. My premise here is versatility while specializing around a single, perhaps magical, weapon.
The first two properties of Sharpshooter work with all thrown weapons - they apply to ranged weapon attacks not ranged-weapon attacks as per the Sage Advice on the specific language use. The third property of sharpshooter only works with ranged weapons such as darts as you mention.
Speaking of feats, don't forget about the new feats from Tasha's Cauldron of Everything! Namely the Crusher, Piercer, and Slasher feats. Particularly the slasher for some battlefield control with the handaxe, and the piercer for extra damage would work well with daggers, darts, javelins, etc. as well. Not to mention the extra crit die when combined with rerolling and extra damage from the fighting style!
I'm plotting out a thrown weapon character, and that's crossed my mind too. Do I want less range with hand axes, but able to keep foes from running, or a javelin that does potentially more damage.
I'd love a feat that allows you to make a thrown weapon attack as a bonus action when you make an attack with your action, similar to the crossbow expert feat
If you take a few levels in a spellcaster, you can get Shadow Blade. It does 2d8 psychic damage and has the finesse, light, and thrown properties. If you throw it you can send it back to your hand with a bonus action and you can upcast it for more damage :)
K, I want to see this thrown weapon specialist fighter now simply because I want to see 3 archetypes be built: 1: The traditionalist hunter who never mastered the bow, but hunts and fishes using rabbit sticks/ boomerangs ( essentially thrown versions of war clubs or hammers), apache hunting stars ( wooden shuriken) and javalins/ fishing spears ( modified versions of a trident) who was trained by an old ranger. 2: a level 3 schoolyard bully who throws rocks and causes trouble. Good for building starting characters. 3: The inn keeper or inn keeper's wife who's inn hosts dart/ knife throwing competitions. Winning adventuring team gets free room and board for 1 night.
The PHB says that improvised weapons can be considered weapons they resemble. That means you can draw and throw pitchforks, sticks, kitchen knives, rocks, silverware, bowling pins, etc, and treat them like thrown weapons.
In our games we made an item that let you draw and throw a dagger or dart as a bonus action. It was something you could opt into with fairly little input and it wasn’t too out of hand for our group.
Well optimisation wise, a thrower build almost exactly like a longbow user (except with lower range but more consistent damage) Lets say you have an attack modifier (dex or strenght of +3). The Longbow user does 1d8+3 damage per attack. This is on average 7.5dmg Now a strenght thrower does 1d6+5 dmg, which is 8.5dmg on average. But consider that a strenght thrower cannot get the bonus damage from the Sharpshooter feat, which is extremly strong. Compared to a dex thrower who uses darts: 1d4+5 dmg, on average 7.5dmg. But with darts you can use sharpshooter! So overall the longbow user is on average still stronger, because he has more range and with the archery fighting style he has a better chance to hit, but both are quite similar with their damage output. A strenght thrower falls short though, because sharpshooter is so strong. One thing to add, the maneuvers Quick Toss might boost the dmg from the thrower. Did I miss something? Whats your take on it?
Archery works with darts. So the dart thrower can benefit from both fighting styles and sharp shooter. Range is still an issue, but sharp shooter helps some. Indoors range probably will never matter. Outdoors is a different story. Throwers can also benefit from a bonus action attack. Nerdarchist Dave
If you take battle master and add the feat and fighting style to get more maneuver dice, you can unload quality thrown attacks. As a custom lineage character, you could start as elf +2 with Elven accuracy feat +1 too an racial totally of +3 dex, allow you standard array or point buy of 18 dex level one and a good chance at a sharp shooter hit if you get advantage. Get a thrown weapon that has the returning property, if you have an PC artificer body, they can infuse a thrown weapon to have this property. An NPC could also do this if the dm is cool with it. At 4th lvl take sharp shooter. At 6th lvl take archery. It doesn’t come online with the best constraint hit as fast, but it’s dam good after 6th lvl As a battle master using quick toss and precision attack, you can unload those dice and land those sharp shooter blows really well, if you have an expert sidekick or bard buddy, you can belt out those bandoliers of blades more with a great hit average The hammer has been thrown! Anyone want to pick this up?
3rd ed shuriken were 3 per ATTACK. And sneak attack could apply to each seperate shuriken. So an 18th level rogue could potentially so 9 attacks for a total of 81d6 +9 damage (you didnt get to add your str mod to damage for shuriken, and they did a base of 1 dmg each.) Add Rapid Shot for another 27d10. Add in haste for an extra 27d10. An 18th level rogue could delete a titan in a round.
Tavern brawler works really well - especially if you have enough rogue to pull off a surprise attack. Out of nowhere, whip the bottle already in your hand at an opponent's head - surprise - and follow it up with a few knives - which can be drawn and thrown as per thrown weapon master. Sneaky fun.
I think they should add a Rebounding feature on weapons, so if you want to create your Xena chakram warrior you could. For rebounding weapon I would have it be that if your thrown weapon hits your target you could use your extra attack to make it rebound to another creature within your range it would still have to hit that creature.
You should do a character build! Also, Crossbow Expert should be mentioned. The second ability is very useful for this character and nothing is stopping you from throwing weapons with your action and firing a crossbow with your bonus action.
As thrown weapon specialist, Paladin works best because after lvl 11 he gets 1d8 bonus dmg to all damage with melee weapons - even thrown ones. So as paladin with dual wielder and two weapon fighting style, you can attack with javelins (or hand axes) for 1d6 + 1d8 + 5. If you can also get thrown weapon FS, you add another 2 DMG to each hit. With this build, you attack 3 times from lvl 5 on, which is enough and you are in fact better, than any other ranged char around. Your only disadvantage is inability to have all weapons magical. One thing you can do, is consult with your DM, that instead of one +3 weapon, you will get 10 +2 weapons (the cost of +3 weapon should be 10 times higher, than +2 weapon's, so it is a fair trade). Another great advantage is, that in melee, you aren't any weaker (oposite is true, because you can smite in melee ;-)), so you are realy dangerous at range and there is no point in engaging you melee - this negates usual ranged char disadvantage. You also have high athletics, AC (you are in full plate), and great health. Your saves are also great thanks to your aura. As ancients, you alsove halve all dmg from spells, so how should they counter you? I escpecialy like build with hunter ranger for colossus slayer there, which adds another dmg boost without any cost of more weapons thrown (and needed to cary), or any actions spent.
The dueling fighting style also works. You can even get dueling AND two weapon because you can throw the weapon in your right hand bonus action draw and throw the item in your left.
Dueling applies to MELEE weapons but you get the bonus even if you throw that weapon. Crawford answer yes to this, but people still conflate it's meaning. Darts do NOT get Dueling damage bonus for example. A melee weapon, thrown, would, even if it didn't have the thrown property. A Ranged weapon that isn't a melee weapon does NOT get Dueling bonus damage, (ie, a Dart).
Hello Dave & Ted, I think the Monk would be a good choice for a character build. Their damage die increases as they level. Less attacks than a fighter. But should just about equal out damage wise after a few Monk levels. Plus the idea of a ninja jumping around throwing shurikens all over the place sounds like a alot of fun to me. Thanks Dave & Ted you gentlemen have a great day.
A champion, or fighter ranger multi class that gets two fighting styles can get a +4 to hit with thrown weapons by combining it with the archery fighting style
Writing this before watching the video. I decided to play a spear throwing goliath Ranger in Icewinddale our next group campaign not long ago. The new fighting style changes so much. Before that i thought about multiclassing into artificer for returning weapon.
Swarm keeper kenku ranger with thrown weapon fighting. That’s the build I’m making for this fighting style. The swarm keeper has amazing potential for this archetype and also makes the build a little more versatile rather than the Gatlin gun damage rampager
I’m imagining a very charismatic Warlock/Fighter who makes great use of the under-appreciated Magic Stone. Only 3 per round, so they might need to supplement with other weapons if the character reaches higher levels.
I think in AD&D the only 'ranged' weapon that lets you add your Strength modifier (there was no using Dexterity) was the Sling; not counting throwing weapons. Take this with a grain of salt as I've only played a couple of video games that uses that edition for it's rules (Pen and paper versions might be a bit different)
Nothing is so outlandish that you cant gimp it with magic. Shadowblades can be thrown iirc. and counts as simple melee weapon with a range of 20/60. Thats 2d8 psychic + all the modifiers. Even better it can be resummoned ats a bonusaction getting you around the limited amount of throwable things. Naturally branding smite and ensnaring strike work wonders for versatility. If you have tavernbrawler these might be interresting. A basic quiver/pouch of slingbullets. Ammo with tavernbrawler can count as thrown improvised weapon. Artificers can get "walloping ammo" (common magic item from uhh xanathars?) as infusion and a thrown bolt/slingbullet might count. Oil or acid viol - hitting someone with a d4 + 4 and then setting them ablaze with sone fire would be sattisfying. Magic stone makes any pebble into a thrown 1d6 + spellmodifier killer. conjure barrage makes your thrown weapons aoes. Spiritshroud works out to 10 feet and gives you 1d8 extra cold radiant or necrotic damage. Elemental weapon makes your knives + 1 and gives them 1d4 extra elemental damage. Holyweapon gives 2d8 radiant damage ... but you should use a returning weapon. Buuuuut you could maybe imbue a shadowblade? Ligthningarrow transforms your thrown item into a ligthning. The following spells May depend on the wording - aka if a thrown piece of ammo counts as weapon/ammo and/or ranged weapin attack: Flamearrow makes a quiver of arrows into flaming arrows. With tavernbrawler and thrown weapon fightingstyle you could turn these into enough ammo for a drawn out fight. Like conjure barage hail of thorns gives you aoe but again it depends on the wording. Swift quiver is the iffiest of the bunch. Its wording needs some serious rules lawyering but it could give you infinite anmo. honorable mentions: Catapult - for a 1st lvl spellslot you can move an object to strike an enemy. This can be weapon you had thrown previously. It might be good to get around cover too.
As for a build: 4 levels of artificer gives you infusions. Get the returning weapon. and an ASI and perhaps the armorer or battlesmith subclass. Important is that the returning weapon returns immidietly to your hand. Half the spells you can use are in the ranger list. 12 levels of Hunter with hordebreaker and at lvl. 11 you can choose the volley feature. +3 ASI The last 4 levely can be spend however you want but you could use this: 4 levels of kensei monk nets you kensei shot a 1d4 extra damage + an ASI.
Do a character build please! I was thinking soulknife rogue, monk, since the knives should count as monk weapons, with the human variant start for thrown weapon feat
Level 1 Fighter, V-Human ~~~ Dart *To Hit* 1d20 +2 Proficiency +2 Archery Fighting Style = 1d20+4 *Damage* 1d4 Dart +4 Dex mod +2 Archery Fighting Style +2 Thrown weapon Fighting Style (Need the feat that allows you to take the 2nd fighting style) = 1d4+18 Level 4 fighter Take another feat: Sharp Shooter -5 to the to-hit roll +10 to damage roll
Returning Weapon Item: A simple or martial weapon with the thrown property This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack. Talk to your friendly local Artificer today for lease details.
I would love to see a thrown weapon build. And you mentioned Bullseye, but you forgot the most badass thrown weapon fighter. A Captain by title. And their weapon always comes back to them. I mean, the Marvellous Captain Boomerang.
How about an Eldritch Knight whose two bonded weapons are daggers, who could call them back as a bonus action, you wouldn’t need the “Gatling gun” if your weapons magically teleport back to your hands. That might be a good build if done right...
So my "thrower" was a kensi monk drow. Drow give you proficiency with hand cross bows at which I made it one of my ranged kensi weapons and along side hand axes. So my idea was have thrown weapons such in my one hand and throwing them frees up my hand for me to reload my crossbow and let me use the kensi style where my AC would get a plus two. So if I was stuck in melee range I would attack with that weapon and throw it as soon as I was safely far enough back and then start shooting my handcross bow which then I can use my bonus action to increase the damage. Not super effective but allowed my damage to increase and switching styles midbattle was fun
@@Bemused247 yeah thats a new viable option but when the only books we had at the time were xanathars and sword coast adventures guide my original comment was how we made a work around. We just homebrewed the rules that returning weapons didnt use the draw phase after the first initial throw
The big problem with a thrown-weapon fighter is in Tier 2, where you'll probably need magic weapons to overcome damage resistance. Which is why you take 6 levels of monk first.
So I'm curious, how'd y'all feel about the difference between throwing javelins or hand axes? You get a shield for javelins, which are cheaper with a longer range, vs the multi-attack that hand axes and potentially higher damage.
I like the idea of a thrown weapon character, but there are 2 major issues I can't find a way around. Darts are the only way to use sharpshooter, which we need, and there's no way to gain a bonus action attack with them There's no magic quiver or pouch that makes thrown weapons held within it magical. Once +1 weapons become a thing this build will fall behind fast
The other issue with thrown weapons is most of them do crap damage. It's fine at lower levels because most characters are in the same boat. As the levels go up, thrown weapon damage doesn't scale. An extra attack adds 1D4 from a dagger so while everyone else is adding 1D6 or better, the thrower is starting to fall behind the curve. Imagine a high-level Fighter shooting 3 arrows from a Longbow at 1D8+5 per shot or an average of 27 per round. Three thrown Daggers (the cult-classic from popular media) do 3D4 + 15 for 21 per round. Some DMs will allow the Sharpshooter Feat (normally not available for thrown weapons) because now you can take the -5 to hit for bigger damage. Higher risk...higher reward. Imagine trying this with Throwing Axes. How many of those are you going to carry? 12 Daggers seems do-able but 12 Throwing Axes seem a bit silly.
I thought Darts were 6 attacks a round, 12 if you were Dual Wielding them, and 24 when Hasted while Dual Wielding, but it's been an age since I played 3e...
So when playing a rogue I typically have a rapier in one hand and a dart in the other and since it isn’t a melee weapon I can still use a defensive duelist
Defensive Duelist (feat) does not say anything about an off hand, so you could be holding a longsword in the other hand an still use Defensive Deulist. It is possible that you are getting confused with the Dueling fighting style, which would not work when holding a dart in the off-hand, because you must have "no other weapons"
Weapon draws are not limited. "You normally interact with an object while doing something else, such as when you draw a sword as part of an attack." Note, "part of an attack" not the attack action. R.A.W one attack=one draw, four attacks= four draws
Hey guys! Great video! I'm really interested in using Tasha's to build a dwarven handaxe throwing fighter, if you were to make a thrown weapon build, is there a chance you could give that a shot? I think it's a fun and interesting take on the standard dwarf fighter!
Most thrown weapons are strenght based but the type is defenitly dex-oriented (Stealth, mobility...). Bow is always better than thrown axe/javelin etc. Sworb/axe is always better than the thrown variant. Still not as good as the alternative. Should be + with THROWN WEAPONS (ranged or in melee). Could be +1 to dam and you use dex or str with any thrown weapons.
Links from Video
******************
Gooey Cube immersive 5e adventures on Kickstarter - bit.ly/GooeyCube
Order Out of the Box Encounters for 5th Edition - bit.ly/OutoftheBoxEncounters5e
Honestly, I was disappointed that this wasn't a character build. I would definitely like to see one
I'd probably use soul knife rouge multiclass.
They did one a few years back that focused on knife throwing its still a good relevant video I think it was like the knife fighter id give it a watch im sure with the new fighting styles out they may do a new updated video like they did the deadly archer
@@dotsonci13 I've seen it. But I would like to see them give it another go. Given all the new advantageous things that fifth edition has just added
I would take 3 lvl as a rogue thief and the rest in fighter
How about a lizardfolk that uses boomerangs 🪃 and dynamite 🧨
Not to mention the Artificer's infusion to put the return property on a thrown weapon.
Taking 2 levels in artificer then the rest as fighter fixes all the issues for a thrown weapon fighter.
@@Sigh_Bold If you go 3 levels(depending on subclass) you can use Int for Attack and go Eldrich Knight or Arcane Archer to maximize Sad.
Thought exactly the same. Just imagine a magnet powered hand axe flying and returning to hand continuously or using a knife shaped boomerang. Also counts as a +1 magical weapon that can be added to the +2 from the fighting style so no resistance.
@@crystaltydemagic arcane archer requires a bow. Doesn't work with thrown weapons.
@@hopefulmayhem5744 You are completely right. I was more referring to using Int for attack and DCs for the Arrow abilities so a minimum of 13 Str or Dex to multiclass and for your armor.
I, for one, would love to see a thrown weapon fighter build 😇💪
Yes, please!
I also agree. lol
the dueling fighting style applies to thrown weapons, so you could stack it with thrown weapon fighting for a +4 to thrown attack damage
Beat me to it, buddy of nine and I saw that last night, go some Drunken Master Monk (or a number of other monks) with some tactics fighter, bladesinger wizard or assassin...you can make a real monster
but, you dont have a weapon in your hand anymore after you throw it. it also says +2 bonus to damage rolls with that weapon. So. yeah.
@@Watusao1 rather nitpicky. If we are going there then there are a number of abilities that shouldn't work the way they do in D&D.
Furthers, had to look through Sage Advice, they say yes.
www.google.com/amp/s/www.sageadvice.eu/2015/11/03/does-the-dueling-style-apply-to-a-thrown-melee-weapon/amp/
@@Tillman581 welp if he says its yes then i guess its yes.
This is WRONG. Dueling applies to MELEE weapons but you get the bonus even if you throw that weapon. Crawford answer yes to this, but people still conflate it's meaning. Darts do NOT get Dueling damage bonus. A melee weapon, thrown, would, even if it didn't have the thrown property. A Ranged weapon that isn't a melee weapon does NOT get Dueling bonus damage, (ie, a Dart).
I actually made juggler a homebrew feat where you can juggle up to three weapons, it requires concentration much like A spell, if you fail you drop half of what you are juggling but it allows you to make multiple throwing attacks in A round.
wow, thanks for another helpful and instructive review - - Player in my group announced about building a fighter with throwable daggers all over the chest, arms, and boots - plus backup canisters/cases of extra daggers - - will recommend to see your video!
So Jeremy Crawford did say that while "Archery" doesn't apply to thrown melee weapons, "Dueling" can. That leaves you with two potential "thrown weapon" fighters. One would be a dex-based fighter that uses darts with Sharpshooter, Archery and Thrown Weapon Fighting. It would deal lots of damage but would be challenged in doing magical damage. If you don't have an Artificer in your party or something, you're likely to have to multiclass.
The second one, though, is a strength-based sort of scrapper that gets in there with javelins, hammers and the like, using Dueling and Thrown Weapon Fighting to attack in either melee or at range, adding +4 to all damage of thrown weapons. This character is very interesting. With the new Custom Lineage, you could conceivably start with 18 strength at level 1. This character could take the Slasher, Piercer and Crusher feats, which are all half-feats, and wind up with 20 Strength and 16 Constitution, which really isn't bad. Each of these feats has an interesting use -- once per turn, you can throw a hand axe and reduce your enemy's speed by 10 feet. You can throw a hammer and move them to an unoccupied space within 5 feet (even towards you, RAW). The piercer one is least interesting, creating just "more reliable" damage, but considering the highest thrown weapon range is the 30-foot javelin range, it might still be worth picking up. This character could be a Battle Master to make use of the "Quick Toss" maneuver for more attacks, or could be a Champion to crit more often and make better use of the critical bonuses on Crusher, Slasher and Piercer. While these feats are typically all about "specializing" damage, because the Fighter gets so many ASIs, he could conceivably take two or three to create a versatile scrapper.
Finally, while he would be primarily using Dueling and not dual weapon fighting, he could use two weapon fighting to use his interaction and bonus action to get a (weaker) off-hand attack: Before your final attack in your Attack action, you use an interaction to draw a weapon in your off-hand. You then attack with a thrown weapon in your main hand -- drawing the weapon as part of the attack. Because you have two weapons in hand now, you don't gain the +2 Dueling damage for the main hand attack, but having a weapon in each hand as you throw allows you to use the bonus action to throw with your off-hand (which won't add your strength modifier, but will add the +2 Dueling damage). This would not work with javelins or spears.
Huzzah,, I just made my 1st 5e character and found the thrown weapon master fighting style. So much fun, thank you for throwing this out there.
The Eldritch Knight walks onto the battlefield armored, wielding a shield and spear. The knight throws the spear and thanks to Weapon Bond, it returns to their hand for the next attack.
Doesn't it take BA to use weapon bond?
@@BaldursPicketFence Yes.
For an amazing one thrown attack per turn! 🙄
I believe if you’re a pact of the blade warlock, you can use the Eldritch smite invocation on a thrown weapon.
The trick to a thrown weapon fighter is to have a cursed weapon:
The spear of back biting.
Magical +1,2 or 3
Fighter level 3: Taking battlemaster
Thrown weapon fighting
Ranger 3: colossus slayer
thrown weapon fighting
Gives you hunters mark, and a constant draw and throw bonus action for a dagger or axe throw for extra damage and constant bonus action use when not using quick toss superiority die to do am extra d8.
Also the spear is able to be thrown 2 handed for each attack for a d8.
Then extra attack as much as you can. Bonus action dagger or quick toss.
If they are hunters marked you are throwing d8+d6 +d8(colossus slayer) +d8+d6(extra attack) + bonus action quick toss 1d8+1d8(superiority)+1d6
A Great Master once told me..."Never throw your last dagger, unless you want it to be a fistfight."
Yes please! Do another thrown weapons build. Even if you have already done one in the last three years. Please do another one!
*After the 10th thrown knife
Enemy: Wow, how many knives do you have on you?!?
My soul knife: ALL OF THEM!!!
Don't forget that the Dueling fighting style works with thrown melee weapons.
The key indicator here is that they are MELEE weapons that are thrown. Darts are not melee weapons, they are ranged only ;P
@@mitchcowan1446 yep doesn't work with darts but they spent half the video talking about using other thrown melee weapons so would work with them
To answer the question about a ranged attack. In the phb under weapons.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
I had come up with a feat for the 5e game that I am running.
“Bullseye
Increase your Strength or Dexterity ability score by 1, to a maximum of 20.
When you throw a weapon with the thrown property as part of an attack, you may immediately draw one one-handed weapon that has the thrown property.
You can choose to add both your Strength and Dexterity modifiers to damage rolls made with thrown weapons in which you are proficient.”
Remove the ability score increase and I’d say it’s good
I've needed this Feat for my Robin build (from Batman). Variant Human that uses Darts (skinned as Batarangs lol) with 12 levels of Battle Master Fighter and 8 levels of Mastermind Rogue. You get 6 Feats, 3 Attacks (plus a Bonus Action Attack if you Dual Wield), and a 4d6 Sneak Attack. Plus all sorts of other goodies from the Classes/ Subclasses...
Please, drop a character build for this. It sounds like a easy one shot build but I'd like an in depth 1-20.
Level 3 Build
Strength-focused Battlemaster Fighter. Thrown Weapon Fighting.
Equipment: Chainmail, Versatile Weapon plus Shield, two Handaxes.
Race: Variant Human with Dual Wielder Feat.
Battlemaster Maneuver: Disarming Strike, Menacing Attack, Trip Attack.
Aside from the Maneuver choices, that is a rather obvious Weapon Thrower build.
Anyone else notice in these videos how often Dave talks over Ted? Ted will start trying to talk and Dave just talks over him.
This is one I would definitely enjoy to see a full build of!
Yup, we would LOVE to see a build! I´ve seen several homebrew subclasses for thrown weapon characters but they all depend on the DM accepting them in their game so a build that uses official would be nice!
could be ridiculously fun when using dozens of boomerangs
[Captain Boomerang intensifies]
@@Bluecho4 😂
I used the Thrown Weapon Master Feat from Grim Hollow. So good for it.
Can't wait for the unarmed fighting style
Work with your DM. There are Feats for Unarmed fighting IIRC. If you really want something and your DM is willing to work with you, try it out.
@@Comicsluvr Tashas introduced a pretty strong unarmed fighting style.
@@hopefulmayhem5744 Nice. I JUST got Tasha's and I haven't had time to go through it. Thanks for the tip!
@@Comicsluvr the fighting styles might be one of the best parts of the book.
I can't wait for the Nerdarchist to do a video on it, added it to a character I'm building and would love to hear some other opinions on the fighting style
Old school nerds, much love guys, just remember to save some ladies for the rest of us.
Thanks so much for your video. I personally would love to see your take on a build for a character that can use the same weapon for ranges and melee. For example, your duel wielding dagger thrower who is also deadly up close. My premise here is versatility while specializing around a single, perhaps magical, weapon.
The first two properties of Sharpshooter work with all thrown weapons - they apply to ranged weapon attacks not ranged-weapon attacks as per the Sage Advice on the specific language use.
The third property of sharpshooter only works with ranged weapons such as darts as you mention.
Speaking of feats, don't forget about the new feats from Tasha's Cauldron of Everything! Namely the Crusher, Piercer, and Slasher feats. Particularly the slasher for some battlefield control with the handaxe, and the piercer for extra damage would work well with daggers, darts, javelins, etc. as well. Not to mention the extra crit die when combined with rerolling and extra damage from the fighting style!
I'm plotting out a thrown weapon character, and that's crossed my mind too. Do I want less range with hand axes, but able to keep foes from running, or a javelin that does potentially more damage.
I'd love a feat that allows you to make a thrown weapon attack as a bonus action when you make an attack with your action, similar to the crossbow expert feat
If you take a few levels in a spellcaster, you can get Shadow Blade. It does 2d8 psychic damage and has the finesse, light, and thrown properties. If you throw it you can send it back to your hand with a bonus action and you can upcast it for more damage :)
Darts: Archery + Thrown Weapon Fighting
Javelins: Dueling + Thrown Weapon Fighting
Champion Fighters: 😆
Axe thrower. Two handed fighter + thrown weapon fighter
@@davidtobias6893 How about Two Weapon Fighting + Thrown Weapon Fighting using hand axes?
Hexblade/rogue could be fun.
Dagger, dagger, dagger.........
K, I want to see this thrown weapon specialist fighter now simply because I want to see 3 archetypes be built:
1: The traditionalist hunter who never mastered the bow, but hunts and fishes using rabbit sticks/ boomerangs ( essentially thrown versions of war clubs or hammers), apache hunting stars ( wooden shuriken) and javalins/ fishing spears ( modified versions of a trident) who was trained by an old ranger.
2: a level 3 schoolyard bully who throws rocks and causes trouble. Good for building starting characters.
3: The inn keeper or inn keeper's wife who's inn hosts dart/ knife throwing competitions. Winning adventuring team gets free room and board for 1 night.
The PHB says that improvised weapons can be considered weapons they resemble. That means you can draw and throw pitchforks, sticks, kitchen knives, rocks, silverware, bowling pins, etc, and treat them like thrown weapons.
In our games we made an item that let you draw and throw a dagger or dart as a bonus action. It was something you could opt into with fairly little input and it wasn’t too out of hand for our group.
Well optimisation wise, a thrower build almost exactly like a longbow user (except with lower range but more consistent damage)
Lets say you have an attack modifier (dex or strenght of +3). The Longbow user does 1d8+3 damage per attack. This is on average 7.5dmg
Now a strenght thrower does 1d6+5 dmg, which is 8.5dmg on average. But consider that a strenght thrower cannot get the bonus damage from the Sharpshooter feat, which is extremly strong.
Compared to a dex thrower who uses darts: 1d4+5 dmg, on average 7.5dmg. But with darts you can use sharpshooter!
So overall the longbow user is on average still stronger, because he has more range and with the archery fighting style he has a better chance to hit, but both are quite similar with their damage output. A strenght thrower falls short though, because sharpshooter is so strong.
One thing to add, the maneuvers Quick Toss might boost the dmg from the thrower.
Did I miss something? Whats your take on it?
Archery works with darts. So the dart thrower can benefit from both fighting styles and sharp shooter. Range is still an issue, but sharp shooter helps some. Indoors range probably will never matter. Outdoors is a different story. Throwers can also benefit from a bonus action attack.
Nerdarchist Dave
Mmmm I wanna play this so bad. With a group of wizards. And he's the only one without magic.
Call yourself 'magic hands and absolutely destroy people with darts. "my darts don't even need to glow. The magic is in the hands baby."
If you take battle master and add the feat and fighting style to get more maneuver dice, you can unload quality thrown attacks.
As a custom lineage character, you could start as elf +2 with Elven accuracy feat +1 too an racial totally of +3 dex, allow you standard array or point buy of 18 dex level one and a good chance at a sharp shooter hit if you get advantage.
Get a thrown weapon that has the returning property, if you have an PC artificer body, they can infuse a thrown weapon to have this property. An NPC could also do this if the dm is cool with it.
At 4th lvl take sharp shooter. At 6th lvl take archery.
It doesn’t come online with the best constraint hit as fast, but it’s dam good after 6th lvl
As a battle master using quick toss and precision attack, you can unload those dice and land those sharp shooter blows really well, if you have an expert sidekick or bard buddy, you can belt out those bandoliers of blades more with a great hit average
The hammer has been thrown! Anyone want to pick this up?
3rd ed shuriken were 3 per ATTACK. And sneak attack could apply to each seperate shuriken. So an 18th level rogue could potentially so 9 attacks for a total of 81d6 +9 damage (you didnt get to add your str mod to damage for shuriken, and they did a base of 1 dmg each.) Add Rapid Shot for another 27d10. Add in haste for an extra 27d10. An 18th level rogue could delete a titan in a round.
Tavern brawler works really well - especially if you have enough rogue to pull off a surprise attack. Out of nowhere, whip the bottle already in your hand at an opponent's head - surprise - and follow it up with a few knives - which can be drawn and thrown as per thrown weapon master. Sneaky fun.
I think they should add a Rebounding feature on weapons, so if you want to create your Xena chakram warrior you could. For rebounding weapon I would have it be that if your thrown weapon hits your target you could use your extra attack to make it rebound to another creature within your range it would still have to hit that creature.
You should do a character build!
Also, Crossbow Expert should be mentioned. The second ability is very useful for this character and nothing is stopping you from throwing weapons with your action and firing a crossbow with your bonus action.
As thrown weapon specialist, Paladin works best because after lvl 11 he gets 1d8 bonus dmg to all damage with melee weapons - even thrown ones.
So as paladin with dual wielder and two weapon fighting style, you can attack with javelins (or hand axes) for 1d6 + 1d8 + 5. If you can also get thrown weapon FS, you add another 2 DMG to each hit.
With this build, you attack 3 times from lvl 5 on, which is enough and you are in fact better, than any other ranged char around. Your only disadvantage is inability to have all weapons magical. One thing you can do, is consult with your DM, that instead of one +3 weapon, you will get 10 +2 weapons (the cost of +3 weapon should be 10 times higher, than +2 weapon's, so it is a fair trade).
Another great advantage is, that in melee, you aren't any weaker (oposite is true, because you can smite in melee ;-)), so you are realy dangerous at range and there is no point in engaging you melee - this negates usual ranged char disadvantage. You also have high athletics, AC (you are in full plate), and great health. Your saves are also great thanks to your aura. As ancients, you alsove halve all dmg from spells, so how should they counter you?
I escpecialy like build with hunter ranger for colossus slayer there, which adds another dmg boost without any cost of more weapons thrown (and needed to cary), or any actions spent.
When I saw this fighting style I was super excited, if I ever get a chance I'm probably going to make either and EldK fighter or human kensei monk.
This is what I have been waiting on forever
Haven't tried a thrown weapons build
I've got a rogue playing friend who often gets ridiculously lucky with throwing knives
Looks like fun
The dueling fighting style also works.
You can even get dueling AND two weapon because you can throw the weapon in your right hand bonus action draw and throw the item in your left.
Dueling applies to MELEE weapons but you get the bonus even if you throw that weapon. Crawford answer yes to this, but people still conflate it's meaning. Darts do NOT get Dueling damage bonus for example. A melee weapon, thrown, would, even if it didn't have the thrown property. A Ranged weapon that isn't a melee weapon does NOT get Dueling bonus damage, (ie, a Dart).
Hello Dave & Ted, I think the Monk would be a good choice for a character build. Their damage die increases as they level. Less attacks than a fighter. But should just about equal out damage wise after a few Monk levels. Plus the idea of a ninja jumping around throwing shurikens all over the place sounds like a alot of fun to me.
Thanks Dave & Ted you gentlemen have a great day.
it was actually confirmed that a melee weapon thrown with the thrown property can be used with archery
I made a homebrew Google Doc throwing master rogue class cause that made sense to me
A champion, or fighter ranger multi class that gets two fighting styles can get a +4 to hit with thrown weapons by combining it with the archery fighting style
Hell yeah I've been waiting for this
I always imagined the Yklwa to be like the Aiel spears from Wheel of Time...
Or Matt with a stash of hidden daggers and a spear.
Writing this before watching the video. I decided to play a spear throwing goliath Ranger in Icewinddale our next group campaign not long ago. The new fighting style changes so much. Before that i thought about multiclassing into artificer for returning weapon.
I would definitely like to see a character build with the throw weapon master fighting style to get an idea of what that looks like.
character build would be epic
Swarm keeper kenku ranger with thrown weapon fighting. That’s the build I’m making for this fighting style. The swarm keeper has amazing potential for this archetype and also makes the build a little more versatile rather than the Gatlin gun damage rampager
I hate to repeat myself, but I'd love to see you do another character build video personally.
I’m imagining a very charismatic Warlock/Fighter who makes great use of the under-appreciated Magic Stone. Only 3 per round, so they might need to supplement with other weapons if the character reaches higher levels.
Please do an eldritch knight spearman so they can call the spear back after they throw it.
I think in AD&D the only 'ranged' weapon that lets you add your Strength modifier (there was no using Dexterity) was the Sling; not counting throwing weapons.
Take this with a grain of salt as I've only played a couple of video games that uses that edition for it's rules (Pen and paper versions might be a bit different)
Definitely would like to see the character build for this.
Just shot it today. Not sure when it'll go up, but keep your eyes peeled for the Dagger Master CBG.
Nerdarchist Dave
Awesome I cant wait to play one
Here's how you fix your ammo problem: Psychic Blades, thank you very much Soulknife.
Yes please, more characters builds now that thasas is out.
We’d love a character build for something like this.
Nothing is so outlandish that you cant gimp it with magic.
Shadowblades can be thrown iirc. and counts as simple melee weapon with a range of 20/60. Thats 2d8 psychic + all the modifiers.
Even better it can be resummoned ats a bonusaction getting you around the limited amount of throwable things.
Naturally branding smite and ensnaring strike work wonders for versatility.
If you have tavernbrawler these might be interresting.
A basic quiver/pouch of slingbullets. Ammo with tavernbrawler can count as thrown improvised weapon.
Artificers can get "walloping ammo" (common magic item from uhh xanathars?) as infusion and a thrown bolt/slingbullet might count.
Oil or acid viol - hitting someone with a d4 + 4 and then setting them ablaze with sone fire would be sattisfying.
Magic stone makes any pebble into a thrown 1d6 + spellmodifier killer.
conjure barrage makes your thrown weapons aoes.
Spiritshroud works out to 10 feet and gives you 1d8 extra cold radiant or necrotic damage.
Elemental weapon makes your knives + 1 and gives them 1d4 extra elemental damage.
Holyweapon gives 2d8 radiant damage ... but you should use a returning weapon. Buuuuut you could maybe imbue a shadowblade?
Ligthningarrow transforms your thrown item into a ligthning.
The following spells May depend on the wording - aka if a thrown piece of ammo counts as weapon/ammo and/or ranged weapin attack:
Flamearrow makes a quiver of arrows into flaming arrows. With tavernbrawler and thrown weapon fightingstyle you could turn these into enough ammo for a drawn out fight.
Like conjure barage hail of thorns gives you aoe but again it depends on the wording.
Swift quiver is the iffiest of the bunch. Its wording needs some serious rules lawyering but it could give you infinite anmo.
honorable mentions:
Catapult - for a 1st lvl spellslot you can move an object to strike an enemy. This can be weapon you had thrown previously. It might be good to get around cover too.
As for a build:
4 levels of artificer gives you infusions. Get the returning weapon. and an ASI and perhaps the armorer or battlesmith subclass.
Important is that the returning weapon returns immidietly to your hand.
Half the spells you can use are in the ranger list. 12 levels of Hunter with hordebreaker and at lvl. 11 you can choose the volley feature. +3 ASI
The last 4 levely can be spend however you want but you could use this:
4 levels of kensei monk nets you kensei shot a 1d4 extra damage + an ASI.
Do a character build please! I was thinking soulknife rogue, monk, since the knives should count as monk weapons, with the human variant start for thrown weapon feat
Definitely going to make a javelin wielding thrown weapon barbarian with that feat if it is possible.
If you build it we will come... and watch
1st ed, Fighter specializing in darts ahhh the memories
Level 1 Fighter, V-Human ~~~ Dart
*To Hit*
1d20
+2 Proficiency
+2 Archery Fighting Style
= 1d20+4
*Damage*
1d4 Dart
+4 Dex mod
+2 Archery Fighting Style
+2 Thrown weapon Fighting Style (Need the feat that allows you to take the 2nd fighting style)
= 1d4+18
Level 4 fighter
Take another feat: Sharp Shooter
-5 to the to-hit roll
+10 to damage roll
I have a homebrew rule that light weapons with the thrown property can be drawn as part as the action to throw it.
Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Talk to your friendly local Artificer today for lease details.
I would love to see a thrown weapon build. And you mentioned Bullseye, but you forgot the most badass thrown weapon fighter. A Captain by title. And their weapon always comes back to them. I mean, the Marvellous Captain Boomerang.
This is great. I’m just thinking about the bag of holding FULL of darts!!!
would love to see a thrown weapons master build or a build that can utilize thrown weapons using the soulknife rogue
How about an Eldritch Knight whose two bonded weapons are daggers, who could call them back as a bonus action, you wouldn’t need the “Gatling gun” if your weapons magically teleport back to your hands. That might be a good build if done right...
So my "thrower" was a kensi monk drow. Drow give you proficiency with hand cross bows at which I made it one of my ranged kensi weapons and along side hand axes. So my idea was have thrown weapons such in my one hand and throwing them frees up my hand for me to reload my crossbow and let me use the kensi style where my AC would get a plus two. So if I was stuck in melee range I would attack with that weapon and throw it as soon as I was safely far enough back and then start shooting my handcross bow which then I can use my bonus action to increase the damage. Not super effective but allowed my damage to increase and switching styles midbattle was fun
My group's fix was magic throwing (weapon) of returning. Which came bacl after the every throw. So you draw throw and it returns throw again and so on
Dip artificer to get the returning weapon infusion at 2. Go to 3 for battle smith and you can focus on intelligence for everything.
@@Bemused247 yeah thats a new viable option but when the only books we had at the time were xanathars and sword coast adventures guide my original comment was how we made a work around. We just homebrewed the rules that returning weapons didnt use the draw phase after the first initial throw
The big problem with a thrown-weapon fighter is in Tier 2, where you'll probably need magic weapons to overcome damage resistance.
Which is why you take 6 levels of monk first.
if you can secure a Artificer, you can get an returning weapons infusion, it even has a +1 to it.
Deadly Dart throwing Character.
Well, now fighters are better ninjas than shadow monks,,
So I'm curious, how'd y'all feel about the difference between throwing javelins or hand axes? You get a shield for javelins, which are cheaper with a longer range, vs the multi-attack that hand axes and potentially higher damage.
I like the idea of a thrown weapon character, but there are 2 major issues I can't find a way around.
Darts are the only way to use sharpshooter, which we need, and there's no way to gain a bonus action attack with them
There's no magic quiver or pouch that makes thrown weapons held within it magical. Once +1 weapons become a thing this build will fall behind fast
Do a character build as super optimised as possible!!
Finally I can make a character based on "Sentinel" by Judas Priest
definately like to see the build. maybe a bit of dwarven thrower fun eh? eh?
Yes I do want to see the build
Another consideration: a rogue with a dip into fighter for the fighting style -- or rogue with the new Fighting Initiate feat for the same result.
The other issue with thrown weapons is most of them do crap damage. It's fine at lower levels because most characters are in the same boat. As the levels go up, thrown weapon damage doesn't scale. An extra attack adds 1D4 from a dagger so while everyone else is adding 1D6 or better, the thrower is starting to fall behind the curve. Imagine a high-level Fighter shooting 3 arrows from a Longbow at 1D8+5 per shot or an average of 27 per round. Three thrown Daggers (the cult-classic from popular media) do 3D4 + 15 for 21 per round. Some DMs will allow the Sharpshooter Feat (normally not available for thrown weapons) because now you can take the -5 to hit for bigger damage. Higher risk...higher reward. Imagine trying this with Throwing Axes. How many of those are you going to carry? 12 Daggers seems do-able but 12 Throwing Axes seem a bit silly.
I thought Darts were 6 attacks a round, 12 if you were Dual Wielding them, and 24 when Hasted while Dual Wielding, but it's been an age since I played 3e...
Would definitely like a full build on this one.
So when playing a rogue I typically have a rapier in one hand and a dart in the other and since it isn’t a melee weapon I can still use a defensive duelist
Defensive Duelist (feat) does not say anything about an off hand, so you could be holding a longsword in the other hand an still use Defensive Deulist. It is possible that you are getting confused with the Dueling fighting style, which would not work when holding a dart in the off-hand, because you must have "no other weapons"
Weapon draws are not limited. "You normally interact with an object while doing something else, such as when you draw a sword as part of an attack."
Note, "part of an attack" not the attack action. R.A.W one attack=one draw, four attacks= four draws
Hey guys! Great video! I'm really interested in using Tasha's to build a dwarven handaxe throwing fighter, if you were to make a thrown weapon build, is there a chance you could give that a shot? I think it's a fun and interesting take on the standard dwarf fighter!
Oh gosh yes a character build please
Most thrown weapons are strenght based but the type is defenitly dex-oriented (Stealth, mobility...).
Bow is always better than thrown axe/javelin etc. Sworb/axe is always better than the thrown variant. Still not as good as the alternative. Should be + with THROWN WEAPONS (ranged or in melee).
Could be +1 to dam and you use dex or str with any thrown weapons.