Master of Shuriken

## Accurate Damage

The user's damage is increased by the Accuracy modifier of the Shinobi. The Accuracy damage is doubled if using a ranged/throwing attack.

#### Tosser Points

As a practised weapon thrower, have learned to learn to perform powerful throwing abilities by exerting yourself. Your ability to perform these actions is represented by Tossing Points. Your Weapon Tosser level determines how many points you have, as shown in the Tosser Points column of the Weapon Tosser table. These points can be spend to perform various class features as detailed below, after which the Tosser Point(s) are lost. You regain all expended points after a long rest.

#### Advanced Toss

Practice with throwing weapons and other objects has led to you being able to throw things much further than usual. Starting at level 1, you may throw any weapon with the "thrown" property 10ft farther and nearer (for example, the range of a thrown dagger is now 30/70 ft). This improvement increases to 20ft at 5th level.

#### Power Toss

At level 1, you have learned how to throw weapons with great accuracy and power when you concentrate. You may use a Tossing Point to focus on an attack that you are about to make. You can only use this on a weapon that you can throw. The ability gives you increased power and accuracy for one attack; a +3 to hit and a +3 to damage. You may only use this once per turn. (You cannot use the ability with this class for bows, slings, or any other ranged weapons like those.) This increases to +4 to hit and +4 to damage at 6th level, +5 to hit and +5 to damage at 11th level and +7 to hit and +7 to damage at 17th level.

#### Bound Weapon

From 2nd level, you gain the ability to bind a weapon to you. To do this, you must perform a ritual that takes 1 hour and costs 10gp. You may only bind with a weapon you can throw. When attacking with a thrown weapon you've bound to you, as a bonus action you may call the weapon back to you. At 6th, 10th , and 14th level you gain additional weapon slots that you can bind with. You may only call back one weapon to you on a bonus action, regardless of how many weapons you're bound to. The weapon unbinds with you if it breaks, someone else binds to it, or you do a ritual which also takes an hour and 20 gp to unbind with it.

#### Throwing Step

At 2nd level, you learn to distance yourself from and react to close range attackers. When someone attacks you with a melee attack, you may use a reaction use a Tosser Point to take your proficiency modifier and add it to your AC for the duration of that attack. If the attack misses and you have a weapon in your hand that you have the ability to throw, you can take a 5ft back step (that won't provoke an attack of opportunity) make an attack. You may only use this ability if you're wearing light or no armor, and only once per turn.

#### Tosser`s Choice

At 3rd level you make a Tosser's Choice, as outlined below. Your choice grants you additional feats at 3rd level, and again at 7th, 11th, 15th and 18th levels.

#### Throw de grâce

At level 3, every time you killed an enemy with a throw attack you regain tosser points equal to your Dex Modifier. Also if you have spend a Tosser point in this last attack you can call the weapon back to you even if its not the bounded one and if the weapon is bounded you can choose another target to attack.

#### Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

#### Barrage of Knives

Starting at level 5th you are able to throw a large amount of weapons in an incredibly short amount of time. As an action, you can make a weapon attack against every creature of your choice within a 30-foot cone. You must have enough weapons for each attack. You can use this feature twice per long rest. At 17th level, you improve your ability with the Fan of Knives feature. The area of effect for Fan of Knives instead becomes a 40-foot radius sphere centered on you.

#### Unconventional Toss

By the time you reach 5th level, you have gained a better understanding of how to properly throw anything light enough to reasonably be thrown with ease, including weapons and objects that aren't specifically intended for throwing. You may now throw light weapons without the "thrown" property. These weapons should be considered to have a 20/60 ft throw range.

#### Extra Attack

Beginning at 5th level,you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level.

#### Great Throw

At 6th level, you learn how to greatly increase your throwing range by exerting yourself. When you perform an attack, you may spend 1 Tosser Point to double the range of your throw. You may only use this once per turn.

#### Cunning Action

Starting at 7th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

#### Execution Throw

At 8th level, the Weapon Tosser takes careful aim and throws a single weapon with all his might. If the attack hits, it deals double damage plus any bonuses and the target must make a Constitution ST. The DC for this ability is the Weapon Tosser's Dexterity modifier times two plus his Weapon Tosser level (Dex mod x2 + Weapon Tosser level). If the target fails then they are decapitated. Using this ability counts as a double attack.

#### Throwing Dash

At 10th level you have learned how to think quick on your feet and take advantage of momentum when making your throws. When you take the Dash action, you can spend 2 Tosser Points to perform an attack by throwing a weapon in the same action. If the weapon hits, it does max damage. You may only use this once per turn, and if you are wearing light armor.

#### Bounded Pain

At 12th level if you hit a target with your bound weapon you can use to expend one Tosser Point in order to call it back to you and inflicting damage again. The target also gets the bleeding condition.

#### Master Toss

Your experience with throwing things has paid off, allowing you to throw things slightly harder and more accurately all the time. At 13th level, for all throws you gain a bonus of +2 to hit and a +2 to damage. This increases to a bonus of +3 to hit and +3 damage at 17th level.

#### Disarming Throw

At 14th level, you may use a point to throw your weapon to knock another persons weapon out of their hand. You must hit the target. If you hit them the weapon that they are holding in one hand or both will be knocked out of their hand(s). You can only use once per turn.

#### Throwing Time

At 18th level, you may spend 2 Tosser Points to throw all of your bound weapons at 4 or less targets. You roll normal hit for all of them. If you spend another 2 points all of your bound weapons come back to you, but this uses your bonus action. You have to start your turn with doing this. You may move but you cannot attack or us an action. After using this you turn ends.

#### Epic Toss

At 20th level, you can spend 3 Tosser Points for all of your attacks that turn to hit no matter what and will do double damage. You will roll a d20 for each attack. If you get a 10 or over you will do max damage. If you get a 15 or over you will crit. If you get a 20 You will be able to call that weapon back to you without a bonus action use. You may only do this twice a day and it recharges after a long rest.

## Tosser`s Choice

### Juggler

This choice is geared towards throwing things and running away instead of standing your ground. You also would most likely want to use slashing or piercing weapons like hand axes or throwing knives. The reason behind this would be you need light weight weapons so you can carry a lot of them.

**Level 3** as a juggler you can throw 2 weapons with 1 attack; this will take 1 Tosser Point. If you choose to do this, you must make an attack roll for both of the weapons being thrown.

**Level 7** as a Juggler you can juggle 3 weapons in the middle of battle. It takes a bonus action to do this and 3 weapons that you can throw. Once you start you will not stop until you use a bonus action again to stop it. When you are juggling and you attack you throw one of the three weapons. If you hit the weapon comes back to you without using a bonus action to call it back to you. If you miss you will either have to add another weapon to your juggle or have a bonus action to call it back. If you have less than 3 weapons juggling at once it stops and you have to use a bonus action to start again. You can do this as half your Weapon Tosser level. You regain all of the uses after a long rest or 1 every short rest.

**Level 11** as a Juggler if you are juggling the same type of weapon (axe, sword, dagger, etc...) You may throw 2 of them at one attack without using a Tosser Point. You will not use any points for this as long as you are juggling.

**Level 15** as a Juggler you can throw 3 weapons with 1 attack this will take 2 Tosser Points. If you choose to do this you must make an attack roll for both of the weapons being thrown.

**Level 18** as a Juggler you now can juggle 5 weapons. While Juggling five of the same weapons the juggler can still throw 2 weapons on an attack without pay a point, but also can pay 1 point and throw three. Now if you crit with 1 of your weapons on the same round you missed with a weapon you may call that weapon you missed back with a free action.

### Heavy Thrower

This choice is for strong headed and strong bodied individuals. You will be throwing things that people never thought could be thrown before with great distance, accuracy, and destructive power. You will be a close ranged fighter that throws weapons when you see an opening. This is also a more bull fighter type; you'll be running in throwing a weapon at someone that will hit them and then slamming into them to get it back.

**Level 3** as a Heavy Thrower you become proficient in medium armor and anything that says you need to be wearing light armor to do in this class you can also do with medium armor. You also gain the ability to throw weapons with out the light or heavy feature. (20/60ft) You will do damage based on their one handed ability. The hit and damage will go off of your strength modifier instead of your dexterity.

Experience with your unusual selection of throwing objects has given you a better understanding of how to throw weapons based on their weight. Starting at 7th level, if you use 1 Tosser Point you may add one damage die to your damage roll for an attack based on the weapon that is being thrown. The weapon can not have the light feature on it to do this. (For example, a Longsword will do)The hit and damage will go off of your strength modifier instead of your dexterity.

**Level 11** as a Heavy Thrower you are now able to throw weapons that even most people have trouble just holding. You can now throw weapons with the "heavy" property. (20/60ft) Weapons that are not heavy also get the ability to be thrown farther by 10ft. (ex: longsword 20/60ft --> 30/70ft) You can also now use your reaction to call back a bound weapon that you have thrown.

**Level 15** as a Heavy Thrower you may use 1 Tosser Point to throw a weapon with great force at someone. If you hit the target that target must make a save of 10 + strength modifier + proficiency bonus. If the person fails the save they will fall prone and you will gain 10ft extra movement that turn to run to your weapon. If you decide to run over to your weapon you can pick up the weapon with a free action and hit the prone target with advantage. If they make the save they will be pushed back 10ft instead. This can only be done with weapons without the light feature, and weapons without heavy can only knock prone medium and smaller, while heavy can knock prone larger and smaller targets.

**Level 18** as a Heavy Thrower when ever you throw a weapon without the light feature you will do an extra dice of damage based on the weapon. If you spend 1 Tosser Point you can add another extra dice of damage based on the weapon. Also if you get a critical you will do max damage on 2 of the damage dice.

### Poisonous Thrower

This choice is geared towards a thrower that uses his alchemist's abilities to enhance its weapons. You gain proficiency with alchemist's tools.

**Level 3** You have learn how to infused your weapons with poison. All your weapons know deal +1d4 poison damage and the target must make an Constitution ST with a DC of 10+ proficiency + Dex modifier, if fails the target gets poisoned until he succed the ST. This increases to 2d4 at level 7th and 2d6 at level 13th.

**Level 7** If a weapon is thrown at an enemy and an additional enemy is within 5 ft. they must succeed a Con saving throw or take 1/2 damage from the attack. This increase to 10ft at level 10th. Also your attacks now ignore any bonuses provided to AC through magic and count as magical.

**Level 9** If you expend one Tosser Point you can infuse your weapon with a paralizing venom. When a creature gets hit by your attack it must make a Con ST or it will be paralyzed. Each turn the target can repeat the ST.

**Level 11** You can expend one Tosser Point to infuse your weapon with one the poisons available from the PHB, only the Contact/Injury ones. Also, now all your attacks slow the target by 10ft for 1 round.

**Level 15** Your attacks are now longer bounded to this world. If you choose to expend 1 Tosser Point your weapons can pass through objects and deal same damage. Also when you see an enemy casting a spell you can use your reaction to throw a projectile to stop the cast. If the weapon hits the spellcasting is interrupted.

**Level 18** You now throw all weapons with advantage and you can add your proficiency modifier twice to the damage attack. Also every time you make an Attack action with your bounded weapon, you may attack any number of targets within 10 ft of the original target.