Throw and Stab, a feat for stabbers and throwers. (Feedback me)

Colder

Explorer
My favorite part about thrown melee weapons is their versatility. Unfortunately, there are feats that strengthen thrown weapons as melee weapons, and there are feats that strengthen thrown weapons as ranged weapons, but there are no options that strengthen them in both regards, nor any that encourage switching up between ranged and melee attacks. Even most homebrew feats I've seen centered around thrown melee weapons seem to focus only on making them a better dedicated ranged option, rather than highlighting and capitalizing on their one unique trait.

I think there's a design space here that ought to be filled.

To be successful, I want my feat to meet a few goals, all while using simple language and mechanics:

1. Strengthen thrown weapons as both a ranged and melee option
2. Lessen or remove the cumbersome limits the item interaction rules have on making multiple ranged attacks with thrown melee weapons
3. Encourage switching between both melee and ranged attacks
4. Leave reasons for using dedicated melee and ranged options, even while using the feat.

So here's a rough draft.

Throw and Stab
You've mastered the use of the thrown weapon, weaving together both close and ranged attacks. You gain the following benefits:

  • You may draw a weapon with the thrown property as part of the attack you make with that weapon, provided you have a free hand to hold the weapon, as if that weapon had the Ammunition property.
  • When you hit a creature with a melee weapon attack using a thrown weapon, you gain advantage on the next ranged weapon attack you make against a different creature before the end of your next turn.
  • When you hit a creature with a ranged weapon attack using a thrown weapon, you gain a +2 damage bonus on the next melee weapon attack you make before the end of your next turn.

I intentionally restricted the triggers to thrown weapons while keeping the benefit open to allow this feat to benefit a variety of playstyles and classes, not just those that use exclusively thrown melee weapons, much like how the other "specialty feats" contain benefits that affect choices outside of their realm.

Please tell me where I've gone wrong, and how I can go back to right again.
 
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Yeah, sorry, I have nothing of actual value to add.
 

Throw and Stab
You've mastered the use of the thrown weapon, weaving together both close and ranged attacks. You gain the following benefits:

  • You may draw a weapon with the thrown property as part of the attack you make with that weapon, provided you have a free hand to hold the weapon, as if that weapon had the Ammunition property.
  • When you hit a creature with a melee weapon attack using a thrown weapon, you gain advantage on the next ranged weapon attack you make against a different creature before the end of your next turn.
  • When you hit a creature with a ranged weapon attack using a thrown weapon, you gain a +2 damage bonus on the next melee weapon attack you make before the end of your next turn.

Me personally, I would find it annoying to have to keep track from one turn to the next whether I have the advantage or damage bonus coming. I don't think they are obviously unbalanced though, so if it doesn't annoy you go for it.
 

I allow bullet 1 as normal, given a rule does state that drawing an item is part of the action to use it.

I'm not sure I like the other two bullets, only because I feel it would encourage people to alternate every round and that's weird.

Since thrown weapons are light typically, and ranged weapons impose disadvantage when used while threatened, I'd definitely consider something like this.

*Once per round, on your turn, when you make a melee attack with a weapon with the thrown property, you can make a ranged attack with it against another target. (This invokes a slash at one person that flows into another attack, and that's nifty to me)

*You no longer suffer disadvantage on ranged attack rolls with weapons with the thrown property when used while in melee with another creature.

Also, returning throwing weapons as a normal part of magical weapons (and refilling quivers as a normal part of magic arrows).


Sent from my iPhone using Tapatalk
 

*Once per round, on your turn, when you make a melee attack with a weapon with the thrown property, you can make a ranged attack with it against another target. (This invokes a slash at one person that flows into another attack, and that's nifty to me)

So sort of like a psuedo-Hordebreaker? I hadn't thought about that, but it's a good idea. I worry though that it might end up a little too similar to Crossbow Expert, and I kind of want the player to alternate often, although may not every other attack. I had considered trying a small, stacking bonus of some sort, but that was before I decided that I needed to keep this as simple as possible.
 

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