Way of the Toshu

Disciples of this monastic tradition spend decades of their lives honing their throwing skills to near perfection. Nearly any projectile is deadly in the hands of a Toshu monk, from a pebble scooped from the ground to an arrow plucked from the air. Those who find themselves in the crosshairs of these formidible warriors often resort to hiding in large, empty rooms, in hopes that there is nothing within range that could possibly be used against them.

Impalement Artist

When not servicing a temple, those trained in the Way of the Toshu are often found in circuses, often using their accuracy skills to amaze crowds. At the beginning of 3rd level, you become proficient in Performance with throwing acts (i.e. hitting a stationary targets blindfolded, hitting multiple stationary targets at once, etc).

Additionally, you can roll advantage for any non-combat throwing check (i.e. tossing an object to a companion, anchoring a grapple, etc).

Path of the Toshu

When you choose this tradition at 3rd level, you gain proficiency with improvised projectiles. These projectiles can be any tiny objects that can be thrown the player, from shattered glass to ball bearings; the DM has the authority on deciding whether a particular improvised projectile has piercing, slashing, or bludgeoning damage. Improvised projectiles are counted as monk weapons, and thus are subject to the benefits gained from the Martial Arts feature gained at level 1. The range of an improvised projectile begins at 20/60, and each projectile can only be used once.

Additionally, you gain proficiency with any weapons with the thrown property. These are not counted as monk weapons unless previously deemed so by the Martial Arts feature.

Ki Projectiles

At 6th level, you learn how to infuse your ki with any projectiles you hold in your hand; your attacks with thrown weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, the range of an improvised projectile increases to 60/180.

Bullet Time

Beginning at 11th level, you have honed your senses to detect any ranged headed your way. When using your Deflect Missles feature, you reduce the damage sustained from ranged attacks by 2d10 + your Dex modifier + your Monk level. If you reduce the damage to 0, the range in which you can deflect it back is 60/180.

Additionally, you can also reduce the damage of ranged spell attacks using the same method (2d10 + Dex mod + monk level), and deflect them back to the spellcaster if you reduce the spell damage to 0. However, this only applies to ranged spell attacks that target specifically you, and only if the spell produces a projectile (i.e. eldritch blast, magic missle, firebolt).

Hail of Projectiles

By 17th level, your third eye has awakened, allowing you to will your projectiles towards their targets. Once per long rest, you can spend 2 ki points per improvised projectile to home in on percievable targets within 180 feet; your targets must make a DEX check to beat your spell save DC (8 + prof bonus + WIS modifier). Upon a success, they take 1/2 your damage roll; upon failure, they take the full brunt of the attack. The amount of improvised projectiles you can send is limited only by the amoint of ki points you can spend.

Notes Darts, daggers, arrows, and shuriken can be considered improvised weapons for the purposes of the subclass' features; however, at the DM's discretion, they can be retrieved and reused

The feat sharp shooter applies to all thrown weapons within this subclass

Credit: Aleksey Efremov (https://www.artstation.com/alexey_efremov)