Path of the Bloodstorm Blade

Other martial adepts rightfully look with wonder upon those who learn the Bloodstorm style. Once a secret art, jealously guarded by a sword cult of githyanki warblades, bloodstorm techniques now find use in the hands of rare martial adepts across the realms. Bloodstorm Blades gain extraordinary mastery over attacks with thrown weapons, learning to throw nearly any weapon at their foes, becoming more deadly when a weapon leaves their grasp than when holding onto it.

Violent Throw With an iron grip, a steady aim and perfect technique, the projectiles you launch produce devastating effects. Starting at 3rd level, You may count your thrown weapon attacks as if they were melee weapon attacks for the purposes of your class abilities and feats. Additionally, while raging, attacking at long range doesn't impose disadvantage on your attacks with thrown weapons.

Blood Wind Ricochet Defying the laws of physics, your weapons wax and wane in circular patterns as it flies throw the air, cleaving throw your foes only to land securely in your grip. Beginning at 3rd level, whenever you make a thrown weapon attack, you ignore half cover and may have the weapon fly and return to your hand immediately after the attack. Furthermore, once per turn while you are Raging and reduce a creature to 0 hit points with a thrown weapon attack, you can make one additional attack against a creature within 10 feet of the original target, using the same weapon.

Hurl Anything As your foe sighs with relief across the chasm, seeing you seemingly unarmed and too far away for the confrontation to advance, he does not no that the whirring sound nervously filling the air is a great axe flying for his head. Starting at 6th level, you gain proficiency with all improvised weapons. Additionally, when you are wielding a melee weapon that you are proficient with, it gains the thrown property. A two handed weapon you wield in this way has a range of 20/40, while one handed weapons have a range of 30/60.

Thunderous Toss With a flick of the wrist and a change of posture, you shift your momentum to send a creature flying across incredible distances. Starting at 10th level, you can use your action to throw a willing ally a number of feet equal to 10 times your Strength modifier. If this movement ends adjacent to an enemy creature, the thrown ally can immediately use his reaction to make one melee weapon attack against that creature. This attack has advantage. Alternatively, you may use an your action to throw an enemy that is grappled by you a horizontal distance of feet equal to 5 times your Strength modifier. At the end of this movement, the flung creature must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, it takes 1d6 damage for each 5 feet traversed in this way and is knocked prone at the end of this movement. On a successful save, it takes half damage and is not knocked prone. If this trajectory is interrupted by a solid object or another creature, the original target has disadvantage on the saving throw and the object or creature that stopped the movement take half the damage of the original enemy (if applicable).