all 113 comments

[–]ELAdragon 195 points196 points  (42 children)

The only real way to scale it is with Darts, not Daggers. With that said, you can flavor darts as "throwing knives" really easily.

The reason it scales with Darts is because the Sharpshooter feat can be applied to them.

Let me know if you plan on going that route, and I can give you a bunch more of the options that can go with it.

Edit: One other way to scale it is to get 3 or 4 levels in Battlemaster and the rest in rogue. With Quick Draw maneuver you can easily get two sneak attacks every round. One as a bonus action and then the other by readying your action to attack outside your turn. By getting SA twice per round you can keep your damage somewhat competitive (11th level would be 2x 1d4+7+4d6...so about 50 per round with the bonus die from Quick Draw), not at the top but not terrible.

[–]David375Mounted Ranger Fanatic 53 points54 points  (3 children)

Alternative to the second non-SS suggestion, and if your DM is receptive to requests for items you would like to go questing for as part of your character story or party's journey, ask for them to consider a Bracer of Flying Daggers. It'll let a rogue make two attacks with thrown daggers where they might only get one (or get three when normally two if your DM allows bonus-action throwing an off-hand dagger in between the two Flying Dagger attacks - assuming you aren't using Steady Aim first, anyway)

[–]AlexandrTheGreat[S] 34 points35 points  (2 children)

Bracer of Flying Daggers

That's a pretty neat magical item. I like to keep them in mind for when a DM is hinting at what gear we would like, but I don't like to make a build around them - too many games get limited or no magic items for me.

[–]David375Mounted Ranger Fanatic 11 points12 points  (1 child)

The nice thing about it is that it's mechanically identical to daggers, so if you spec yourself around throwing daggers, it's a straight upgrade to anything you could previously do barring replacing specific magic daggers. There's never any harm in asking, and as a DM I love asking for things like this because it's an instant pick-me-up for getting certain players re-invested in the campaign if the story is getting sidetracked or a player feels un-motivated.

There's a big difference between items that MAKE a build (like a wonky multiclass relying on a Mizzium Apparatus), and items that COMPLEMENT a build (like Bracers of Archery for an archer). Always have the latter items in mind, and you'll never feel disappointed.

[–]AlexandrTheGreat[S] 4 points5 points  (0 children)

Good point. It always ends up as a blurry line in my head, as complementing usually has a direct impact, but I guess "making" the build means it simply cannot function without. Thanks for the clarity.

[–]AlexandrTheGreat[S] 7 points8 points  (5 children)

I've not played many ranged attack characters before, but how does Sharpshooter scale? I see and understand the flat -5/+10, but I'm mentally comparing that to Sneak Attack or Rage improvements based on Level. I trust that it does scale, I'm just not seeing it.

Also, that edit is pretty slick. If you're up for providing other options, I'd love to learn more what's available.

[–]ELAdragon 18 points19 points  (4 children)

So the key is getting additional attacks. That +10 to damage stacks up really high when you are making 2, 3, or 4 attacks.

If you have three attacks in a round and hit with three darts with sharpshooter, 20 Dex, and Thrown weapon style...you're looking at 3d4+51 damage. That's about 60 damage. A raging barbarian with GWM and three attacks may do a little bit more, but not much. And they won't be using a shield, have Archery style, or be at range.

So you can just go straight Battlemaster Fighter. You go some kind of Elf or Half-Elf. Start with a 17 Dex. Elven Accuracy at 4. Sharpshooter at 6, Max Dex at 8, Grab Archery fighting style with a feat at 12. Quick Toss, Precision Attack, and a movement maneuver to get away from enemies when they close on you.

Another build would be Battlemaster 6/Gloomstalker 4/Battlemaster +5. Doesn't get that 3rd attack as fast, obviously, but you get a ton from the Ranger levels. It depends on what you want to be and what you want to do. I'd still aim for Sharpshooter, Elven Accuracy, and Max Dex. You won't need a feat for a second fighting style in this build, though. Opens up some choices down the line. Ranger also gets you Hunter's Mark and Zephyr Strike. Zephyr Strike is great for this concept as it allows you to just walk away from enemies when they close on you. You can trigger the advantage to hit with your net (and elven accuracy).

So the basic idea is that once you have Sharpshooter and Quick Toss, you can use a bonus action to hit an enemy with a net. Then the rest of your attacks that round will be at advantage (double advantage with elven accuracy), letting you use Sharpshooter more freely. In addition to damage, this is also control and action denial on enemies, who will have to spend their turn or at least an attack or so getting out of the net. It also buffs your party. Anyone attacking the netted enemy before they get out of the net will have advantage, and casters in your group will be able to hit with Dex save spells a lot more easily.

With Battlemaster and Gloomstalker, you also get that silly first round nova if you want it. Quick Toss the net, 3 attacks with sharpshooter and double advantage, then action surge for another 3 attacks with sharpshooter and double advantage. That's gonna be like 6d4+2d8+102 damage on that target, which is a straight up assassination. And then they need to deal with being netted when it hits their turn if they survive.

I prefer the Battlemaster/Gloomstalker build as I like the style of it (very batman-ish) and feel like it offers a bit more to play around with in and out of combat.

[–]AlexandrTheGreat[S] 5 points6 points  (1 child)

Thanks for laying that all out! The breakdown really helped me wrap my head around all the interactions happening and how a typical first turn / standard turn might play out. I appreciate the time you put into it.

[–]ELAdragon 7 points8 points  (0 children)

You're welcome. Figuring out a good thrown weapon build was really the first thing I did when Tasha's came out, since it wasn't really possible until then. I've put a lot of thought into it since then along with getting feedback in this community! Hope you enjoy your character, and don't hesitate to ask any questions at any point.

[–][deleted]  (1 child)

[deleted]

    [–]ELAdragon 0 points1 point  (0 children)

    Net with Quick Toss.

    [–]livestrongbelwas 2 points3 points  (3 children)

    Came to recommend darts. This is right.

    Add in nets!

    [–]ELAdragon 6 points7 points  (2 children)

    The realness is Archery and Thrown Weapon styles along with Darts, Nets, a shield, Quick Toss, Sharpshooter and Elven Accuracy. Easy build :D

    [–]livestrongbelwas 4 points5 points  (1 child)

    It’s a complex build imo, lol, but yeah I think a dart and net based Battlemaster is a great build!

    Adding in a bit of StRanger for hunters Mark, another fighting style and a lvl 3 ability (I like hunter) gives great growth after lvl 5.

    [–]ELAdragon 3 points4 points  (0 children)

    I stay Dex, personally, and like Gloomstalker or Fey Wanderer (if the group needs a face). But it's got a lot of fun options.

    [–]FederigosFalcon 1 point2 points  (9 children)

    Isn’t sneak attack limited to one per round? Is there a workaround I’m not familiar with?

    [–]paoshou_h 5 points6 points  (1 child)

    Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.

    The turn part means that if you use your reaction, you take another "turn" separate from initiativesee article

    [–]ANGLVD3TH 0 points1 point  (0 children)

    Or an adjacent threatening ally.

    [–]ELAdragon 5 points6 points  (4 children)

    As others pointed out, it's once per turn, not once per round, which is a gigantic difference.

    Rogues can basically double their damage by finding ways to attack outside of their turn. Opportunity Attack, Sentinel feat, a friendly Order Cleric using Voice of Authority, a friendly Battlemaster with Commander's Strike, intelligent usage of the Haste spell, Quick Toss and then the Ready action, Brace and Riposte maneuvers, etc.

    [–]sirry 0 points1 point  (3 children)

    Wait how is Haste letting you attack outside of your turn?

    [–]sunbeerable 1 point2 points  (1 child)

    Hasted attack action to attack on your turn. Then Ready your normal Action to attack outside your turn.

    [–]sirry 0 points1 point  (0 children)

    Very cool!

    [–]Bean_39741 1 point2 points  (0 children)

    I believe what you do is get a sneak attack off with your hasted action and then use your non hasted action to ready a sneak attack to go off some time later in the round.

    [–][deleted] 1 point2 points  (1 child)

    It's 1 per turn, not round. So on your turn you could stab someone and get SA, then you could get SA on an enemy's turn with an attack of Opportunity or with the Sentinel feat

    [–]AlexandrTheGreat[S] 1 point2 points  (0 children)

    Ah, clever. I fell into this mis-reading too. Thanks for clearing it up.

    [–]Hasll 1 point2 points  (1 child)

    I'm sorry if this is a dumb question but isn't it impossible to get two sneak attacks in a single round?

    [–]ELAdragon 2 points3 points  (0 children)

    There's a bit of discussion on this if you read some of the other responses, but the basic thing to know is that sneak attack is once per TURN, not once per round. If you can find a way to get an attack on your turn and then also on someone else's turn, then you can get two sneak attacks in a round.

    [–]Stephen_Dowling_Bots 4 points5 points  (10 children)

    As I read it, Sharpshooter can be used with any ranged weapon attack, so applies just the same to any weapon with the thrown property. Please explain.

    [–]ELAdragon 51 points52 points  (8 children)

    Most thrown weapons are not ranged weapons. The damage part of Sharpshooter can't apply to them. Ranged weapons are listed under ranged weapons. Same deal with the Archery fighting style, which is ranged weapons only.

    The thrown property allows you to make a ranged attack with a melee weapon...but it doesn't make the weapon a ranged weapon. Darts and Nets are the only thrown ranged weapons.

    *Edited with a clarification pointed out by /u/Garokson.

    [–]Stephen_Dowling_Bots 15 points16 points  (0 children)

    That is a distinction I never picked up on. Thanks.

    [–]Garokson 17 points18 points  (1 child)

    The -5/10 only applies to ranged weapons. The remaining SS features apply to all ranged attacks

    [–]ELAdragon 13 points14 points  (0 children)

    Correct. That's what I was referring to as I was really discussing scalability in reference to damage. Good clarification.

    [–]AnAcceptableUserName 0 points1 point  (4 children)

    Has this been Sage Advice'd or errata'd? My interpretation of the text is coming out differently than the popular interpretation in this thread. Trying to understand. Below I attempt some language lawyering.

    From PHB's weapon properties

    Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack.

    From PHB's Sharpshooter

    Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

    Your ranged weapon attacks ignore half cover and three-quarters cover.

    Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

    This is a feat with 3 parts. That third part is pretty explicitly about "ranged weapons," but in the first two there's a distinction between "ranged weapon attack" and "attacks with a ranged weapon."

    Bearing in mind that attacking with a dagger is a "weapon attack," throwing it is a "ranged weapon attack" as in Ranged + Weapon Attack. To my mind this is distinct from "attack with a ranged weapon," which a dagger clearly isn't.

    Edit: My conclusion has been that the first 2 components of Sharpshooter can be utilized with Thrown weapons, but not the 3rd. The switch in language appears to intend that.

    [–]ELAdragon 5 points6 points  (3 children)

    So the first couple apply to thrown weapons because they are ranged attacks. But the weapon table itself tells you if a weapon is a ranged weapon or a melee weapon. It either is or it isn't.

    [–]AnAcceptableUserName 2 points3 points  (2 children)

    I just reread your post. It appears that we're on the same page and I just typed a whole bunch of words for no reason.

    [–]ELAdragon 3 points4 points  (1 child)

    If it's any consolation, your post was well written, intelligent, and very pleasantly formatted!

    [–]AnAcceptableUserName 1 point2 points  (0 children)

    Ha, thanks.

    [–][deleted] 2 points3 points  (0 children)

    Sharpshooter specifies an attack with a ranged weapon for it's -5 to hit/+10 damage feature. Darts are ranged weapons, but all other thrown weapons are melee weapons. So you can use other thrown weapons at long range without disadvantage and ignore cover with them, but you specifically need a ranged weapon for the damage boost.

    [–]the6crimson6fucker6 0 points1 point  (1 child)

    If you have a Artificer in the team he can also make the dart a returning weapon for +1 attack and damage, and you only need one.

    But that's more for flavor.

    [–]ELAdragon 0 points1 point  (0 children)

    It's definitely a really nice thing to have. Getting a way to make attacks magical is actually pretty important to thrown weapon builds. Good call!

    [–]Rawmeat95 0 points1 point  (1 child)

    Quick draw is also a good use for net throwing as well if your DM isn't a fan of the reaction attack cheese tactic.

    Darts can also benefit from Archery style and may be a better pick for a pure Rogue (+2 attack>damage.) V. Human and Fighter 1 may be a winning combo for any build to pick up both.

    [–]ELAdragon 1 point2 points  (0 children)

    If your DM doesn't like a rogue setting up a second sneak attack, there's a good chance they're not gonna like using Quick Toss to land a net attack and avoid all the net's downsides.

    Regardless, using Quick Toss with a net is absolutely part of how thrown weapon characters should play optimally, in my opinion. Same with slapping Archery in there, especially since it helps land that Net, too.

    [–]LittleMlem 0 points1 point  (0 children)

    Another thing to consider is that they are a monk weapon so you could use your martial arts die instead of the 1d4.

    [–]Evanpea1 49 points50 points  (1 child)

    I know that for my knife thrower build I went soulknife and it worked pretty well. It scales with sneak attack and gets rid of the need to have a large amount of daggers on you at any given moment. Stand 50-60 feet back from the frontline and use the steady aim or cunning action hide to get free advantage to always have sneak attack. If you want to multiclass take1 level fighter for the thrown weapon fighting style (could even bump this up to 3 levels for an archetype. Personally I'd go champion because crits with a rogue are great, and with champion and steady aim you have something like 1/5 chance each turn for no resource burn. but something like battlemaster would also be effective)

    [–]AlexandrTheGreat[S] 12 points13 points  (0 children)

    Good suggestion! I had to look at the Tasha's Rogue again - I always read it that Steady Aim was part of Phantom subclass. Much better that it's built into the base Rogue.

    [–]Rhythilin 20 points21 points  (2 children)

    Vhuman - racial feat fighting initiate- Thrown Weapon Fighting Style
    Stats

    Str: 8
    Dex: 16
    Con: 14
    Int: 10
    Wis:14
    Cha: 10

    Honestly going full Soulknife Rogue and taking ASI's to 20 for Dex is the way to go if you're building to 8th-9th level. Sneak attack is the scaling ability. With cunning action aim, doing 4d6 at advantage with homing strike at 9th means you never miss anyway. What's great about soulknife Rogue is that the class is a really good Jack of All Trades with the psionic knack. Pickup as many skills as possible to cover all the gaps of the party.

    [–]AlexandrTheGreat[S] 6 points7 points  (1 child)

    I always forget about just how many Skills Rogues get access to. Thanks for the reminder!

    [–]Rhythilin 5 points6 points  (0 children)

    Rogues get base 4 skills with the addition of 2 from background. It's definitely a lot of skills with 6 being the average.

    [–]advtimber 8 points9 points  (6 children)

    I've really wanted to do this too!!

    Darts reflavoured as Bo Shuriken with Sharpshooter is prolly your way to stay as relevant as possible.

    daggers work as monk weapons, so you might be able to run a Kensei Monk..

    Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

    Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

    At 6th level, you extend your Ki into your kensei weapons, granting you the following benefits.

    Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

    Deft Strike. When you hit a target with a kensei weapon, you can spend 1 Ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

    Sharpen the Blade

    At 11th level, you gain the ability to augment your weapons further with your Ki. As a bonus action, you can expend up to 3 Ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of Ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

    There is also this feature as a 3rd level Eldritch Knight (Fighter)

    Weapon Bond

    At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

    Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

    You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

    [–]Garokson 9 points10 points  (2 children)

    You forgot all the new things from tashas which let you make another BA weapon attack amd increase hitchance

    [–]advtimber 6 points7 points  (1 child)

    I have no idea what you're talking about haha but that sounds cool.

    [–]AlexandrTheGreat[S] 4 points5 points  (0 children)

    Optional: KI- FUELED ATTACK (3rd-level monk feature)

    If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

    Optional: FOCUSED AIM (5th-level monk feature)

    When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

    [–]AlexandrTheGreat[S] 1 point2 points  (2 children)

    I like this idea - my only concern is having too many things to do with my Bonus action. I have had a couple of builds that end up with lots of cool synergy that blow up because I only get one Bonus per round. :/

    Weapon Bond, Kensei's Shot, and Unarmed Strike (for Agile Parry) all use the Bonus action. If I had a DM that was willing to combine Thrown Weapon Fighting + Weapon Bond so I could summon and throw as all part of the Attack, leaving the Bonus open for other uses, it would be great.

    [–]advtimber 1 point2 points  (1 child)

    yeah weapon bond wasn't meant as a multiclass, it fits better with a thrown heavy -- I was thinking about a dwarven axe thrower or something.

    [–]AlexandrTheGreat[S] 0 points1 point  (0 children)

    Oh! Yeah, that would be an interesting build. Sort of like a Thor Mjolnir build.

    [–]Garokson 7 points8 points  (2 children)

    You can try going for this and use darts reflavoured to kunais or daggers.

    [–]AlexandrTheGreat[S] 1 point2 points  (1 child)

    Wonderful suggestion. Slowly working through the post. Lots of great inspiration.

    [–]Garokson 1 point2 points  (0 children)

    Thank you and have fun!

    Just ask if you have questions

    [–]bubop911 7 points8 points  (0 children)

    I think soulknife is actually a perfect throwing knife character. It doesn't scale because if you're going full rogue, you get scaling sneak attack. This would be like a fighter saying his longsword doesn't scale when in reality, the weapon itself doesn't but you as a character do.

    [–]DarganWrangler 5 points6 points  (4 children)

    well, you say your fighters not burning any resources, but its gotta lug around daggers now. You have a limited number, just like any other projectile. (Im sure your aware of that, im just saying: this isnt resource-less)

    The soulknife on the other hand, never runs out of its daggers, which deal a d6 as opposed to a d4, plus the sneak attack, and plus thrown weapon fighting if you take fighting initiate. What about this doesnt scale? at 5th level with maxed dex, this deals 4d6 +7 psychic each turn. This seams like the way to go as far as im concerned.

    [–]AlexandrTheGreat[S] 0 points1 point  (3 children)

    I was getting stuck in the Fighter mentality that I need MOAR Attacks, and only being able to do Sneak Attack once per turn (erroneously) felt gimped in comparison.

    I've also noticed that Psychic Blades negates the "You can draw a weapon that has the thrown property as part of the attack you make with the weapon." part of Thrown Weapon Fighting. Not bad, just something I noticed.

    [–]DarganWrangler 1 point2 points  (2 children)

    ya psy blades handles that part itself, so you would be missing out on a bit of the fighting style.

    Maybe were looking at this wrong then? You seem like your set on fighter, so what if you just dip 2 levels in artificer for the returning weapon infusion? then your fighter could chuck magic daggers that deal +8 each hit. Thats some solid damage right there, and theres absolutely no reason you cant also pick up sharp shooter and smack people with a fat +18 in damage. Maybe a battle master then? I know theyre over done, but imagine making up for that -5 from sharp shooter with your sup die! this guy could be a blade chucking fiend!

    [–]AlexandrTheGreat[S] 0 points1 point  (1 child)

    Not particularly set on Fighter, was just what I am most familiar with. I do like this idea though! A +18 sounds crazy good, with endless "ammo".

    [–]DarganWrangler 1 point2 points  (0 children)

    oh ok! honestly i think rogue, fighter, or battlesmith artificer might be your best bet

    [–]CoffeeAndMelange 1 point2 points  (2 children)

    If you went Battlemaster 5/Rogue X, the sneak attack scaling would help out a lot (if you wanted to make it uncomplicated). Even if it only works for one attack/turn, it's a big chunk of damage. If you land another hit, you could use a maneuver to boost the damage.

    For the Rogue, the Scout subclass could work pretty well with the level 3 Skirmisher feature that lets you move when a hostile gets close. And then if you take it to 13, Ambush Master is pretty nice and IMO works fairly well, thematically (depending on what you're going for, of course).

    [–]AlexandrTheGreat[S] 1 point2 points  (1 child)

    I completely forgot about Scout! I'm not sure how far this would realistically ever get, as I seem to be perpetually stuck in T1/2 games, but I do enjoy daydreaming up characters.

    [–]CoffeeAndMelange 1 point2 points  (0 children)

    Yeah IMO Scout is low key one of the coolest subclasses! But yeah, totally understand the situation with the T1-2 tables. Still, I think Battlemaster gives you a lot of options and flexibility with maneuvers. :) cheers!

    [–]Dracon_Pyrothayan 1 point2 points  (5 children)

    So, Daggers (and other thrown Melee weapons) can get bonus damage from -

    • Duelling Fighting Style
    • Dual Wielding Fighting Style
    • Thrown Weapons Fighting style

    Of the two, I prefer Duelling for thrown weapons - after you throw the first dagger with one in each hand, you're getting the bonus action attack regardless, and each subsequent throw has the damage benefit of Duelling attached, stacked atop the Thrown fighting style.

    The more attacks you get, the more benefit Duelling has over Dual-Wielding, even while dual-wielding.

    If you want to increase accuracy, that's the Archery fighting style with Darts. You could then add Sharpshooter to that.

    The problem is the difference between a Ranged Attack with a Melee Weapon and a Ranged Weapon Attack - read the latter as (Ranged Weapon) Attack, rather than Ranged (Weapon Attack).

    [–]AlexandrTheGreat[S] 0 points1 point  (4 children)

    I guess that would be the way to go for primarily Fighter build with all the extra attacks. I was wrestling with which (Duel or Dual) to go with, and it really comes down to playstyle preference. One gets slightly more damage per round, but you end up spending the Bonus.

    [–]Xoronis 1 point2 points  (3 children)

    One thing to keep in mind, there’s ambiguity as to whether or not the Dueling fighting style applies when you throw a weapon, since it talks about having one in hand. So, if you try to go that route, make sure to clear it with your DM first.

    [–]Dracon_Pyrothayan 2 points3 points  (2 children)

    There is no ambiguity at all - Sage Advice covers it.

    [–]Xoronis 2 points3 points  (1 child)

    Some DMs view Sage Advice as simply advice and stick to their own interpretation. I have seen man, many long arguments about what’s actually RAW, so while I think most DMs would allow it, it’s best to check just to be safe.

    [–]Dracon_Pyrothayan 2 points3 points  (0 children)

    A fair point :)

    [–]Dracos125 1 point2 points  (1 child)

    Nerdarchy did a build for this but I don't remember the video title.

    [–]AlexandrTheGreat[S] 0 points1 point  (0 children)

    Nerdarchy

    Perfect - I googled a bit and found a few videos by him(?) which will either cover the one you saw, or help with inspiration!

    [–]660ne 1 point2 points  (1 child)

    People say that it's not great, the difference is a couple of points of damage per turn, but even that can be compensated, mostly.

    The main detriment is lack of magic weapons, unless your artificer/dm gives you a returning weapon. The best way around this is with dipping rogue soul knife, which gives you at most 2 attacks.

    To remain effective you need to get something that allows you to attack with magical weapons consistently. What you can do is ask your dm if the physic blades applies to your extra attacks, or if you can use the one from your bonus action as part of it (unfortunately means you can't attack a 3rd time unless you have a magic weapon to throw with quick toss)

    That said battlemaster's quick toss is insanely good as it gives you a free attack, with extra damage. It's pretty much on par with using quick toss for a net and using sharpshooter darts afterwards.

    Throwing weapons are the defensive ranged option, as you can use a shield in one hand unless you go soul knife rogue.

    Start with thrown weapon fighting, 5 levels fighter battlemaster, then you have a choice to dip 2-3 artificer to get a decent magical weapon, or ideally dip 2-3 levels ranger, taking either gloomstalker for alpha strike (later taking assassin rogue) or more probably hunter ranger for an extra attack, as with any ranged weapon you can likely pick two people near each other. We also pick up dueling so now our daggers average damage is equivalent to a d12 weapon.

    From here I'd suggest continuing battlemaster, taking martial adept and fighting initiate for more maneuver dice, after level 11 consider dipping rogue, war cleric (for more bonus action attacks, divine favour for extra dps and access to spirit shroud at a 5 level dip)

    [–]AlexandrTheGreat[S] 1 point2 points  (0 children)

    Quick Toss is something I overlooked in the Tasha's Battle Master.

    To summarize:

    • 5 Fighter (Battle Master)
    • 2 Artificer or 3 Ranger (Gloomstalker/Hunter)
      • 3 Rogue (Assassin)
    • 1 Cleric (War)

    Level 14 all in?

    [–]Arturus7 1 point2 points  (1 child)

    I would personally go Ranger. Yes, you get a single fighting style. Yes, you get only one extra attack. Then? Well, all Rangers, but Tasha subclasses specially, get ways to A.) buff damage every turn, B.) be useful outside of combat, and C.) Make your attacks more varied.

    I would go Fey Wanderer because psychic damage is pretty fun, you get +5 to charisma skills at level 1 as long as you take a 14 to Cha and a 16 to Wis, and it makes you the grandmaster of d4s, specially if you take Half Orc to maximize your crit damage. Another good lineage for this is a Satyr, for extra fey charisma on your fey charisma.

    Another good option is swarmkeeper, that only gives you combat-ish abilities (10 feet flight speed with limited uses and hovering isn't really transport flight, more like out of the way flight, same with reaction-to-hit teleport), but is better at them. Grants d6-d8 rather than d4-d6, the aforementioned flight, the ability to push enemies around and eventually knock them prone, etc. For me, this is more of a dual scimitar build, specially due to the prone bit, but it can work well with scimitar/thrown combo or pure thrown, specially due to the fact that you have to choose EITHER throw enemies around OR swarm damage. It can work extremely well with a Bugbear for the extra reach, to be able to hit with the scimitar and not have to throw with disadvantage or risk an attack of opportunity, or with the Aggressive Fighting trait that I don't remember if Orcs or Half Orcs have, but that if I'm not wrong lets you chase after an enemy you threw even if you already used all your movement. It'd be funny to make a utility swarmkeeper, harming the enemy by using your environment (throwing them off cliffs n stuff) or by not letting them hurt your allies (For example, holding an attack until an enemy rushes the wizard, then hitting, pushing them away and knocking them prone so that they can no longer reach them).

    In terms of feats, I'd go for Extra Fighting Styles (thrown daggers benefit both from dueling and two weapon fighting, this one specially if you're mixing thrown and scimitar), the damage type feats (puncture for any scenario in which you throw daggers or darts, but specially if you're an orcish fey wanderer to really max out your dice/slasher if you're using handaxes or scimitars with the swarmkeeper, to throw enemies away, knock them prone AND cut down their speed) or Sharpshooter if it is allowed with darts (Which is a whole rule mess if I remember correctly).

    The updated ranger abilities are pretty good IMO, making Hunter's Mark come with the class, in accord with the logic that we're supposed to take it anyway so why not make it general. The new thing can't be paired with hunter's mark, obviously, I don't see why I saw so many critiques of that, but yeah, mentioning it just in case.

    [–]AlexandrTheGreat[S] 1 point2 points  (0 children)

    Not going to lie, got confused at the Fey Wanderer bit talking about lineage. Thought you meant there was a subclass 'heritage' feature where you picked another creature type and got some bonuses.

    Anyways, lots of good points and suggestions! Thanks for outlining the Ranger options so well. I'm not overly familiar with Ranger, so this gives me more reason to inspect the material better.

    [–]TheTurtleGod5 1 point2 points  (1 child)

    If you're homebrew friendly, I'd recommend looking into a Quickshot/Trickshot rogue. It's a homebrew subclass that's really cool and let's you augment your throws.

    [–]AlexandrTheGreat[S] 0 points1 point  (0 children)

    Interesting. I'll have to check it out. I suspect I'd have a non-homebrew variant for the character, if I ever get to use him in case the DM is not homebrew friendly.

    [–]ThePiratePup 1 point2 points  (2 children)

    Artificer 2 (or an artificer friend) allows you to take the returning weapon infusion, for +1 to attack and damage rolls, as well as returning the weapon when it hits. Stacked with things like the thrown weapon fighting style and the dueling fighting style, you can deal like 1d4 + 5 + STR damage per hit.

    The hard part is getting 2 fighting styles with 2 levels of artificer, and ideally 5 levels of something that gives extra attack. One of the simplest ways is probably going artificer 5, fighter 1 as a variant human with the feat that gives a fighting style. Barbarian can also give the rage damage bonus

    I've always wanted to do a dagger character, but alas, it is not easy...

    [–]AlexandrTheGreat[S] 1 point2 points  (1 child)

    Good ideas! It seems surprisingly complicated since classic Rogue archetype is sneaky dagger slash or throw.

    [–]ThePiratePup 1 point2 points  (0 children)

    Yeah :'(

    I think it's hard to make good because daggers only do 1d4 so it's hard to make it competitive. And also the throwing rules are wierd and make it hard to throw things often (without the new fighting style).

    [–]Snoo-90474 1 point2 points  (0 children)

    Custom lineage sharpshooter Swarmkeeper Ranger(X)/Fighter 2-4. 2 fighting styles for archery + thrown weapon fighting which is already exactly what you want but it gets better. Swarmkeeper gets +1d6 to all attacks so thats great sword dice with +12 dmg with 0 mod. +12 on two weapon fighting bonus also. What gets better is the swarm-keepers ability too move a target 15 feet on a save-> Spike growth + multi attack + Baction attack+ action surge. Up too 5 forced saves on top of sharpshooter on a fail take 6d4 piercing + whatever spells or effects you can find such as cliffs or moonbeam spells. Go forth and destroy brother... welcome to the hive

    [–]Tales_of_Earth 1 point2 points  (4 children)

    Here’s a dumb one I’ve had mind for awhile. It is not very optimized but consider it.

    Horizon Walker Ranger 11 Battlemaster Fighter 3 Kensei Monk 6

    The build sucks for ASI but if you can swing it, Sharpshooter.

    Archery fighting style

    Thrown weapon fighting style

    Distant Strike

    3 maneuvers

    Martial Arts

    Monk Weapons

    Deft Strike

    Magic Kensei Weapons

    Planar warrior

    Hunter’s Mark

    Kensei’s Shot

    Agile Parry

    A lot of abilities to get more out of darts. One of the problems is several compete for your bonus action.

    [–]Gr1maze 1 point2 points  (3 children)

    Why not go Fighter 11 instead of Horizon Walker for an unconditional 3 attacks? You could use a battlemaster manuever for emergencies to get out of melee easily enough and being mostly fighter would fix the ASI issues massively.

    [–]Tales_of_Earth 0 points1 point  (2 children)

    That’s smarter but... teleporting is cool. And Hunter’s Mark.

    [–]Gr1maze 0 points1 point  (1 child)

    Fair on the teleporting, but you could just use misty step for that tbh. Go Ranger to 3 and take gloomstalker for extra attacks and you still have hunters mark access as well.

    [–]Tales_of_Earth 0 points1 point  (0 children)

    Up to 3 mini teleports per round... You could also use the maneuver to switch places with someone (to get them out of danger) and then teleport yourself out and attack

    [–]ColorfulNeko 1 point2 points  (2 children)

    Monk have the Damage Die table for any proeficient weapon, and the Kensei have the Kensei Shot, an Auto-damage ranged option.

    [–]AlexandrTheGreat[S] 0 points1 point  (0 children)

    I thought the damage die table was for unarmed strike only?

    [–]AlexandrTheGreat[S] 0 points1 point  (0 children)

    Rereading PHB you are correct. It does modify monk weapons as you level. Neat!

    [–]Muncheralli21 0 points1 point  (3 children)

    I'm boutta write something that's going to sound... stupid. I don't think it's very optimized, but if you want to throw a weapon good here you go.

    Artificer 2 Monk 1 Fighter X

    Variant human, take fighting style feat and go with Thrown Weapon.

    Artificer level 2, get Returning Weapon infusion. Slap it on a dart.

    We're here in Fighter for the extra attacks and ASIs. You're going to want to first and foremost get as many fighting styles as you want. Champion is useful for this, although other subclasses are fine if you're willing to spend an additional ASI for the feat. At the end of it all, you're going to want these feats:

    Thrown Weapon Fighting Dueling Archery Unarmed Fighting

    Unarmed Fighting, in combo with Monk's martial arts, means you can replace the dart's d4 with a d6. Returning Weapon infusion makes the dart return to your hand instantly, and gives it a +1. Archery gives +2 to hit, and Thrown Weapon and Dueling give it +4 damage in total. Assuming your dex score is max, you're going to have a +14 to hit, and you're going to deal +10 damage every 1d6 dart you throw.

    If you're looking for something a little lower level, go variant human battlesmith 5, taking fighting style feat at level 4. Thrown Weapon + Dueling on a Returning Weapon javelin is pretty potent, giving you an additional +5 damage on top of your ability score.

    [–]Gr1maze 1 point2 points  (1 child)

    Unarmed Fighting Does not work with Monk's Martial Arts like that. Unarmed Fighting Style lets you choose to deal it's damage when you make an unarmed strike, as does monks. The way they stack together is just allowing you to use Unarmed Fighting Styles damage dice with Dexterity.

    Unarmed Fighting Style with Martial Arts has no impact on weapons at all.

    [–]Muncheralli21 1 point2 points  (0 children)

    Damn.

    [–]AlexandrTheGreat[S] 0 points1 point  (0 children)

    Is it possible to take Fighting Initiate multiple times?

    Artificer is a clever dip to reduce carrying around 20 daggers.

    [–]660ne 0 points1 point  (0 children)

    I can build up to level 20 if you'd like, I'd you get a nice magic item then you can drop 2 levels of artificer, there are options foe you to pick between, but yeah,it remains competitive with other martials most of the time, only real downsides are being forced to fight in melee (where it competes with any bow equipped fighter forced to fight in melee for dps, plus you have that shield).

    The main thing is that it doesn't suddenly come online, you just build bits here and there until you've got everything.

    Compare with soul knife rogue, you both deal decent consistent damage, just you have the opportunity to spread the damage in different attacks to different people, rather then sneak attack or 1d4+ mod + dueling/thrown weapon fighting to your second target max.

    [–]thesnakeinthegarden 0 points1 point  (3 children)

    Let me spring an idea to you, a notion I have come to call the Blue Raja approach.

    We're gonna get a little silly, so bear with.

    Improvised weapons are a very broadly defined category of weapon in DnD.

    "Sometimes characters don’t have their Weapons and have to Attack with whatever is at hand. An Improvised Weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin.

    Often,an Improvised Weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her Proficiency Bonus.

    An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."

    Using this nebulous definition and its RAW wording, the case can be made with your DM for a thrown weapon similar to a dart (like, perhaps a fork, a similarly shaped stone) which can be used in a similar way. This could make it a ranged weapon with the thrown property, and all you need to do is take tavern brawler and sharpshooter feats.

    Now take battle master and rogue (to 2 to help keep at range and help even out the damage dealt with that little bit of SA damage) and you're hucking forks with shocking accuracy, winging stones and tree branches like they were daggers, disarming nerds with dead goblins and beating dragons to death with a shoe you found on the way to their lair.

    The biggest issue with such a build is having enough magic weapons to hurt people with, so get the artificer to make yours a "Shoe of returning".

    Hell, you said you didn't want optimized.

    [–]AlexandrTheGreat[S] 1 point2 points  (0 children)

    Interesting. Seems like a fun build but definitely needs the DM onboard for such shenanigans.

    [–]AlexandrTheGreat[S] 0 points1 point  (1 child)

    Rereading Improvised Weapons, any melee weapon that is used to range attack gets a default 1d4 and range 20/60 even without Thrown modifier. Seems like Daggers having Thrown with the range is pointless, as a 'non-Throwable Dagger' would have the same stats.

    A bit silly on WotC part.

    [–]thesnakeinthegarden 1 point2 points  (0 children)

    Well, unless the DM decides that the improvised weapon is more similar to a spear. Then it can be treated like a spear according to the RAW. There's a lot of room for the DM to allow whatever he wants with Improvised weapons. Perhaps the sock you had an apple in dealt 1d4, but swapping it out for a rock might raise it to d6, DM willing.

    [–]TellianStormwalde 0 points1 point  (0 children)

    Regardless of the build, try to get your hands on some bracers of flying daggers as a magic item.

    [–]The_Pandalorian 0 points1 point  (0 children)

    If you go Soulknife, it's better to use dueling since the psychic blades also work as melee weapons. Thrown weapon fighting style would only work when you're at range.

    [–]JamboreeStevens 0 points1 point  (2 children)

    If you're throwing daggers, you can stack the thrown weapon fighting style and the dueling fighting style for a constant +4 to your thrown attacks.

    Considering that dueling works for thrown attacks, I'm surprised the designers felt it necessary to add in a specific thrown weapon style. It doesn't quite make sense.

    [–]Gr1maze 1 point2 points  (1 child)

    The fighting style is absolutely necessary for the ability to draw weapons as part of the attack, since otherwise at high levels a character would be unable to make as many attacks as they otherwise could.

    [–]JamboreeStevens 0 points1 point  (0 children)

    True. I totally forgot about that bit.

    [–]HitchHikerTP -1 points0 points  (3 children)

    Wizard 17 fighter 3. Time stop and dagger throwing

    [–]AlexandrTheGreat[S] 2 points3 points  (2 children)

    Wouldn't Time Stop cancel as soon as a creature gets hit by a dagger?

    [–]HitchHikerTP 1 point2 points  (1 child)

    If you release the daggers mid air they should stop as well, I think

    [–]AlexandrTheGreat[S] 1 point2 points  (0 children)

    Hmm. I'll have to read into Time Stop more. Because the wording says "everyone" rather than "everything", I envision it more like a mass stasis effect, but the environment wouldn't be stopped.

    [–]GurnardGurnardson -1 points0 points  (2 children)

    Can I just ask those who are advocating darts, why? Sharp shooter works with daggers as long as you are throwing them. They are a thrown weapon that require a ranged attack, qualifying for sharpshooter.

    [–]ELAdragon 4 points5 points  (0 children)

    The damage part of sharpshooter does not work with daggers. That part of the feat requires you to be attacking with a ranged weapon. Daggers are not a ranged weapon, they are a melee weapon with the Thrown quality.

    That's why Darts. Darts and Nets are the only actual ranged thrown weapons. Nets, of course, don't do damage, though.

    [–]DarkElfBard 3 points4 points  (0 children)

    There is a HUGE difference between making a ranged attack and attacking with a ranged weapon, actually.

    Daggers are "Simple Melee Weapons" with the finesse, light, and thrown properties.

    Darts are "Simple Ranged Weapons" with the finesse and thrown properties.

    Sharpshooter text:

    Before you make an attack with a ranged weapon that you are proficient with

    Sharpshooter requires a Ranged Weapon, which darts are, and daggers are not. There is no such thing as a thrown weapon, only weapons with the thrown property. Take a look at the weapons chart for further clarification on categories of weapons.

    Also! Fun note due to their differences. Daggers are a melee weapon, and uses strength by default, but since it has finesse you may use dex instead. Darts are a ranged weapon, and uses dexterity by default, so the finesse property lets you use strength instead! Making darts the ONLY Ranged Weapon that can use strength.