November 17, 2017

Master Thrower (Redux)

Ranger Archetype
Comments from the Finger: We're going to start revisiting more of our old classes, and I knew just the one to start with! It's always been hard nailing the exact mechanics of thrown weapons, but I think we've gotten it just right this time.

Master Thrower

Master throwers, as is often joked, rely on a fighting style that clearly involves disarming themselves. In truth, someone who can bury a dagger or a handaxe in your skull from across the room is never a force to be underestimated. True master throwers depend on quick reflexes, good planning, and, of course, deadly aim to survive in a world that values brute force over clever tactics.

Keen Vision
Beginning when you choose this archetype 3rd level, you possess extraordinarily precise sight. You gain proficiency in in the Perception skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.

At 3rd level, your uncanny aim grants you the following features:
  • When you take the Attack action on your turn, you can use a bonus action to make a ranged attack with a thrown weapon. 
  • When you make a ranged weapon attack, you can draw the weapon as part of the attack. You can draw any number of weapons in this fashion each round. 
  • The short and long ranges of your thrown weapons doubles.

Pinning Toss
Starting at 7th level, you can launch a thrown weapon with such force you embed it into the wall. To do so, you make a ranged weapon attack with a thrown weapon as a bonus action. On a hit, you can gain a variety of benefits, depending on your target:
     Targeting a Creature. If you target a creature, you can pin its armor or clothing to a wall or to the floor, halving the creature’s speed the next time it moves.
    Targeting an Object. If you target a Tiny or smaller unattended object, it is considered to have an AC of 10. Objects that are being worn or carried are considered to have the same AC of the creature that is carrying it. On a hit, you can choose to break it (if it is nonmagical) or fling it up to 15 feet away. If appropriate, you can also pin this object to a wall, if there is one behind the object.
     Other Targets. With DM permission, you can target other things a thrown weapon to perform certain tasks, such as pinning daggers in a wall to make an impromptu handhold for climbing. The AC for other objects is decided by the DM before you make the attack.

Lethal Throw
By 11th level, your mastery of thrown weapons has grown extensive. Choose one of the following features:
     Bullseye. When you make a ranged weapon attack with a thrown weapon, you have a +1 bonus to its attack and damage rolls.
     Double Throw. When you take the Attack action on your turn, you can use a bonus action to make two ranged attacks with thrown weapons, rather than one. Each of these attacks must target a separate creature.
     Throw Anything. You can treat any weapon you're proficient with that isn't heavy as a thrown weapon with a range of 20/60 feet, and you can use your Dexterity modifier for attacks and damage rolls when you throw it.

Intercepting Shot
Starting at 15th level, as a reaction when an attacker you can see makes an attack roll against you, you can throw a weapon you are holding to deflect the strike. Make an attack roll. If your attack roll is higher than the attacker's, the attack targeting you has disadvantage. You must use this feature before you know the outcome of the roll.

New Martial Weapon

Weapon Cost Damage Weight Properties
Bolas3 gp3 lb.Special, thrown (range 20/60)

Weapon Description
Bolas. A pair of weights connected by a length of cord. When swung about and thrown at a target’s legs, they can entangle it, knocking it down for an easy kill.

Special Property
Bolas. A creature hit by a bolas falls prone until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas. You can only throw one bolas on your turn.

11/18/17: Lethal Throw: Double Throw: Different targets

November 15, 2017

'Sup, Lich?

It occurred to me recently that we've never talked about the Nails's tumblr; something I intend to correct right away.

Do you ever wish we published more monsters, like stats for the mighty King Kong, the bouncy, but deadly gelatinous sphere, the time elemental, or devil lawyers? The Nails has lovingly crafted those monsters and much more, every Sunday on their tumblr!

Visit 'Sup Lich?

Drop by, download some statblocks, and follow nailsofvecna on tumblr!

- - -

Reminder: we're doing a public Ask-Me-Anything (AMA) on our reddit this Sunday, November 19th, from 1 PM to 5 PM CST. Drop by and ask us some stuff.

November 13, 2017

Steel Magic

Witch Craft
Comments from the Knuckle: "For better or worse, gishes are just my favorite, and when we released the Witch, I noticed it had a distinct lack of gishing options. . . just my luck that I didn't notice that fact before we wrapped on the Complete Witch. 😛"

Steel Magic

Secret covens throughout the Material Plane practice their magicks by weaving spells into their blades. Maniacally cackling and whirling their way across the battlefield, these witches weave their curses into a bloody tapestry whenever they bring their steel to bear.

November 12, 2017

AMA Announcement

Hey all!

We're holding a public Ask-Me-Anything (AMA) on our reddit a week from now, on Sunday, November 19th, from 1 PM to 5 PM CST (though some of us will probably hang around afterwards as well!)

This is a way for us to get to know everyone a little better, and is an opportunity to be as transparent as possible with the way we do things around here. So feel free to ask questions about literally anything, from our opinions about anime or the new Xanathar's Guide to Everything, to who does which work, and how much. If this whole thing goes well, we'll try to do them semi-regularly.

If you have any questions, you can ask them early in the comments below, and I'll try to write up answers to the more involved ones in advance.

Hope to see you all there!

November 10, 2017

Elementals - Fog and Storm

Comments from the Finger: We're working hard this month on finishing the High Seas Update with monsters, spells, and diseases. Here's some elementals to throw at your ocean-borne adventurers!


Elementals are incarnations of the elements that make up the universe, and the various quasi-elements formed by these elemental intersections. Such elementals can be summoned by spellcasters and powerful beings, or can be found spontaneously forming where the appropriate elemental energy is in abundance.
     Living Element. The Elemental Planes are the source of the elemental energy which composes the various materials found on the prime Material Plane. On when translated from these planes by powerful magic or natural planar gates, elemental energy can manifest a physical shape and a dull consciousness which embodies that particular type of element. Like beasts of the Material Plane, these elemental spirits have no society of culture.
     Elemental Nature. An elemental doesn't require air, food, drink, or sleep.

November 8, 2017

Siegeball - Actions and Arena Rules

Comments from the Finger: I hear you: you want more Siegeball. You want an entire book of teams, arenas, and tournaments. Well, you'll have to wait a little longer: it doesn't seem like it's going to win a Patreon poll right now, so we'll piece together the rules over Wednesday posts until we have enough written to make it happen easily.
     If you want to vote on which book we make next, including to make a book about Siegeball and all its awesomeness, support us on Patreon!

These rules expand on our 5e Siegeball Rules