The Pitcher readies their projectiles with laser-focus, hurling their weapons with power that rivals the force and utility of conventional ranged weapons, without needing to carry a full weapon.
hit dice:
1d8
hit points at 1st level:
8 + your constitution modifier
hit points at higher levels:
1d8 (or 5) + your constitution modifier per level after 1st
armor proficiencies:
Light Armour, Shields
weapon proficiencies:
Simple Weapons, Thrown Weapons
tools:
None
saving throws:
Dexterity, Strength
skills:
Choose two from Acrobatics, Athletics, Insight, Intimidation, Nature, Perception and Survival
starting equipment:
spellcasting:
class features:
Resourceful
Due to your limited selection and stock of thrown weapons, you have become skilled at finding effective weapons in the environment around you to use against your foes. You can add your dexterity modifier to attacks made with thrown improvised weapons.
Throwing Style
Thanks to your extended training in the use of thrown projectiles, you have honed a new form of throwing style to give you the edge in combat. Choose one of the following options.
Power Pitch: Once per turn, you can add your strength modifier to the damage of an attack made with a thrown weapon.
Split Focus: Once per turn, if you roll a critical hit with an attack made with one of your thrown weapons, you can choose an additional target to make a separate attack against with another thrown weapon. You do not add your dexterity modifier to the damage of the second weapon and this effect does not stack.
Pitching Specialty:
Arcane Grenadier
Through the specialised study of magic, or through an innate ability that your skills as a pitcher have unleashed you have gained the ability to create thrown projectiles with explosive properties in order to unleash fiery devastation upon your enemies. Grenades count as thrown weapons for the purpose of proficiency.
Create Grenades
You gain the ability to create magically charged projectiles to hurl at your enemies. You can throw one of these grenades as an action on your turn, and each grenade has a blast radius of 10ft. Each grenade deals 1d4 fire damage per pitcher level. You can create 3 grenades per short rest, and any grenades that you created in your last short rest lose their magical charge. You can only throw one grenade per round of initiative.
If somebody other than you attempts to throw your grenade they will not detonate upon impact as they are only magically compatible with you. However, as the grenade is not detonated it will not be destroyed if thrown in this way.
Quickshot
If a creature attempts to leave the range of your thrown weapons, you can use your thrown weapon to make a single opportunity attack with your reaction. Throwing styles can not be applied to this attack.
Arcane Grenadier - Concussive Blast
When creating your arcane grenades, you can choose to replace the damaging effects of any of your grenades with a powerful, short-ranged shock wave. Enemies within 5 feet of the point of impact must make a constitution saving throw, or be deafened until the end of their next turn, and stunned. The DC is equal to 10 + your dexterity modifier + your proficiency modifier.
Pitch Correction
Upon rolling to hit with your thrown weapon, you can choose to re-roll this dice in order to make a better throw. You can do this after seeing the first roll, but before discovering the outcome of the roll. If you choose to use this feature, you must use the new roll, even if it is lower than the original.
If the original roll was made with advantage or disadvantage, these effects do not carry over to your corrected roll.
You can do this a number of times equal to your proficiency bonus, and regain all uses after a long rest.
Arcane Grenadier - Elemental Grenades
Through the repeated manufacturing of your arcane grenades, you have begun to understand how to adapt the form of magic that you channel through them more adeptly. You can now create arcane grenades that deal fire, cold, lightning, poison, acid or thunder damage. You can create grenades of different elements during the same rest and the number of damage die is the same, however these new damage types still do not apply to your concussive grenades.
Arcane Grenadier - Extra Grenades
Through the repeated manufacturing of your arcane grenades, you have refined the process through which they are made to the point that you are now able to create an extra grenade during each short rest, bringing your maximum number of active grenades to four.
The Ol' One-Two
If you successfully hit an enemy with two successive shots with thrown weapons, they become mildly dazed and have disadvantage on the next dexterity based roll OR to-hit roll they make in the next minute.
Cautious Pitch
If you make an attack with one of your thrown weapons at an enemy you are hiding from, your position is not compromised if you miss your attack, however the enemy will still be able to notice that they were attacked.
Bullseye
If you target an enemy with a ranged attack using your thrown weapons from a distance of at least 30ft, you can choose to adjust your throwing stance, causing you to roll with disadvantage, however on a successful hit you can add extra damage of your weapon's type equal to your pitcher level. You can use this ability on one throw every other turn, as you need to rest your arm muscles in-between uses of this throwing stance.
Arcane Grenadier - Remote Detonation
You have discovered a new way to configure your arcane grenades, and have discovered how to detonate their magical charges before they make impact. When you use your action to throw an arcane grenade you can use your bonus action on the same turn to detonate the grenade at any point in its trajectory before it reaches the end of its normal range or makes impact.
Alternatively, you can use your bonus action to delay the detonation of the grenade and allow it to bounce one time before it explodes, allowing you to throw it around corners or gain a better angle on the targeted enemy.
The Bigger They Are...
Scoring a critical hit against a target that is large or bigger will be forced to make a constitution saving throw or be knocked prone. The DC is equal to 10 + your strength modifier + your proficiency modifier.
Arcane Grenadier - Master Bomber
You have finally perfected the manufacturing process of your arcane grenades. You can now imbue the energy of your grenades into the normal attacks that you make with your thrown weapons. When you hit enemies with your thrown weapons, you can choose to give them a more controlled version of the effects of your elemental grenades. When you roll the damage die for your thrown weapon, add an additional damage die and choose an element from the elemental grenades ability for this bonus damage to deal.
Unlike your more volatile grenades, your thrown weapons are not destroyed when this effect is activated, however this effect will not linger after the damage has been dealt unless you infuse that weapon again for another attack.
Perfect Pitching
Your completed training with the art of thrown weapons has caused you to unlock the peak potential of the skills you have been honing so far.
- You can now use both throwing styles that you could choose from at level 2 (Not on the same throw)
- The second roll you make as a part of the Pitch Correction ability is now made with advantage (becoming a flat roll if the original roll had disadvantage) thanks to your refined ability to survey the environment before making a pitch.
- The Ol' One Two now gives the target disadvantage on all dexterity based throws and to hit throws that the enemy makes until the end of its next turn upon a failed save.
- Your arms have become much stronger due to the strain that your extensive pitching practice has put them through, allowing you to add your proficiency bonus to any strength based checks made involving your arms, even if you have already added proficiency or expertise to the skill.
subclass options:
Arcane Grenadier, Mad Batter
Level | XP | Abilities |
---|
1 | 0 | Resourceful |
2 | 300 | Throwing Style (Power Pitch, Split Focus) |
3 | 900 | Pitching Specialty (Arcane Grenadier, Mad Batter) |
4 | 2,700 | Ability Score Improvement |
5 | 6,500 | Quickshot |
6 | 14,000 | Extra Attack |
7 | 23,000 | Concussive Blast (Arcane Grenadier) |
8 | 34,000 | Ability Score Improvement |
9 | 48,000 | Pitch Correction |
10 | 64,000 | Elemental Grenades, Extra Grenade (Arcane Grenadier) |
11 | 85,000 | The Ol' One-Two |
12 | 100,000 | Ability Score Improvement |
13 | 120,000 | Cautious Pitch |
14 | 140,000 | Bullseye |
15 | 165,000 | Remote Detonation (Arcane Grenadier) |
16 | 195,000 | Ability Score Improvement |
17 | 225,000 | The Bigger They Are... |
18 | 265,000 | Master Bomber (Arcane Grenadier) |
19 | 305,000 | Ability Score Improvement |
20 | 355,000 | Perfect Pitching |