D&D 5E Throwing Weapons is Cool! So why is it weak?

So is the consensus that everyone should be able to attack with their bonus action? Because in the base game, bonus attacks are limited to light weapons or raging berserkers; and feats open that up to cleave attempts and the hand crossbow. If you give it to thrown weapons, then it really starts to feel like anyone who can't make a bonus attack is doing something wrong.
 

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So is the consensus that everyone should be able to attack with their bonus action? Because in the base game, bonus attacks are limited to light weapons or raging berserkers; and feats open that up to cleave attempts and the hand crossbow. If you give it to thrown weapons, then it really starts to feel like anyone who can't make a bonus attack is doing something wrong.
Attacks seem to be the most prevalent use of a bonus action is all.
 

Oooh. Oh. Ok, as a Bonus action at any time, I was thinking when you took the Attack action only. Ok, yeah, I dig it, but still not as good if you're dual wielding IMO.
The reaction attack I thought up as I was writing that post: you didn't misunderstand the earlier one. Making an attack as a reaction wouldn't step on the toes of dual-wielding since its a different action.

Alright, so... The enabler as a houserule would be nice, I don't think it could really be a subclass option becuase there are DMs that don't allow feats so it would kind of useless (although a DM allowing a homebrew subclass but not feats strikes me as unlikely, there is that chance).
It just struck me that the Sharpshooter and Crossbow Expert feats seem to do what people would like for thrown weapons so being able to use them would save having to try to come up with new ones that just do the same thing.

"When making thrown weapon attacks" was intented to mean "when using a weapon with the Thrown property to make ranged attacks", and additional attacks could only be ranged attacks, so no melee/thrown.
Fair enough. Its best to be precise about this sort of thing. As stated, it would work for someone throwing their longsword as an improvised weapon for example.
Its sort of a pity however: I like the idea of the thrower being able to mix melee and ranged attacks up. Its pretty much throwing weapons main "schtick".

Movement bits-Either the "always ready" reaction or the movement reaction should be included, although I would prefer having the movement speed on a hit rather than the "run away" option.
"Enemy" intended as hostile creature you are currently engaged in combat with (initiative has been rolled by both).
The movement reduction I hadn't really though of much since it seems like a lot of work to track different speeds changing from round to round on enemies, but it would definetely not stack.
"Freely" simply means that it doesn't count against your normal movement.
You should definitely limit the movement on hit then: it seems a bit weird to be able to move faster when attacking someone than when dashing. How are you justifying being able to move faster wen they hit someone in-game?

So is the consensus that everyone should be able to attack with their bonus action? Because in the base game, bonus attacks are limited to light weapons or raging berserkers; and feats open that up to cleave attempts and the hand crossbow. If you give it to thrown weapons, then it really starts to feel like anyone who can't make a bonus attack is doing something wrong.
Its not my preference, but people seem to want to go this way to increase the DPR of this style.

I'd personally prefer to play up the versatility (most thrown weapons are good for melee as well), suddenness (there is no obvious aiming like a crossbow does;- one moment the knife that was in their hand is in your face) and such. I'd leave the Bonus action attack alone, since you can already get that with a thrown weapon.
 

Ok, so going around the youtube, I found nothing that supported the acrobatic jump-around-killing-people-with-throwing-knives idea I had in my head. So, yeah, I guess the mobility might have to go bye bye.
That leaves us at an impasse: while I saw a lot of fast knife throwing, mixed with close combat (movie stuff), nobody was exactly darting around avoiding all his opponents while making them become pincushions.
So what if we focused more on the hybrid-ity of knife throwing, something like when you hit a creature you can move 10 ft, but towards them so instead of a short range ranged fighter you basically get a long range melee fighter. If you hit the same creature you moved towards with a melee attack on the same turn, your next thrown attack against a different creature can trigger movement, so you need at least two attacks on the same enemy to move twice. Still makes you more mobile, but at least melee enemies have a chance at closing with you, and your speed wouldn't be altered in a way that you'd rather just dash (unless you're a 20 lvl fighter that action surges, but still, lvl 20 is lvl 20)

As for the reaction attack, how would that work? I would need my players to "prepare their reaction" for a trigger, otherwise they basically just get an extra attack per turn.

Also, maybe changing the ranged attack with a thrown weapon to also include melee attacks with light weapons to be more hybrid-y.
Don't know if I make enough sense, I can edit and clarify if anyone doesn't get it.
 

I'm actually thinking, rather than Bonus action, how about Reaction:
When you are wielding a weapon with the Thrown property, you may make one attack with it at any time as a Reaction.
This would be a rogue must-have. Effectively doubling their sneak attack damage potential.
 

The trigger for a reaction attack would be something like when a enemy within X moves towards you, you can use your reaction to make a attack.

I'm tempted to just brew a throwing class up with subclass for heavy throwing improvised objects and axe stuff and one for knife throwing.
 

The trigger for a reaction attack would be something like when a enemy within X moves towards you, you can use your reaction to make a attack.

I'm tempted to just brew a throwing class up with subclass for heavy throwing improvised objects and axe stuff and one for knife throwing.

What about a subclass (fighter or whatever) that gives you advantages based on the weapon you use, only you don't have to select them, you passively gain them whenever you wield that type of weapon, and each feature gives you something extra for each type.

Although we were discussing feats here.
 
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What about a subclass (fighter or whatever) that gives you advantages based on the weapon you use, only you don't have to select them, you passively gain them whenever you wield that type of weapon, and each feature gives you something extra for each type.
Dunno I was thinking something more hefty than a subclass filled with cool stuff™. Making throwing a main option as opposed to a back up option.
 

Dunno I was thinking something more hefty than a subclass filled with cool stuff™. Making throwing a main option as opposed to a back up option.

Well, I'm not sure I would be able to make a class based solely on weapon throwing, but if you think you can accomplish that, you start yourself a new thread and I'll totally come and help :D
 

Well, I'm not sure I would be able to make a class based solely on weapon throwing, but if you think you can accomplish that, you start yourself a new thread and I'll totally come and help :D
Ha its on the to do list... ill possibly get more motivation when I'm playing as opposed to gming, hopefully next month some time.
 

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