At 17th level, your aim with thrown weapons is unmatched, you increase the damage die of all weapons with the Thrown property one level.

At 13th level, your mastery over the art of throwing allows you to maximize the range of your weapons. You double the effective range of your thrown weapon attacks, but not the maximum range (i.e. a Dagger's range is increased to (40/60).

Additionally, any weapon that has the Thrown property gains the Finnesse property if used in a thrown weapon attack. This includes weapons such as spears, javelins, throwing hammers etc.

At 9th level, your hundreds of hours in throwing weapons have taught you how to turn even the most mundane objects into dangerous weapons. You gain proficiency in improvised weapons that are tiny-sized (i.e. forks, nails, small rocks etc.) and give them the following properties: 1d4 damage die (damage type depends on the object), Finnesse, Thrown (10/30).

At 3rd level, you gain access to special manuevers known as Thrown Weapon Tricks. Choose two tricks from the list, and you gain one more trick at 9th, 13th, and 17th level. Only one trick may be performed in a round.

Additionally, you can apply you Dexterity modifier to damage with your offhand attacks so long as it is a ranged attack with a thrown weapon.

At 3rd level, your mastery of thrown weapons allows you to fling them at targets in one fluid motion. You can draw two weapons with the Thrown property using the same free action.

Master Throwers are generally self taught through years of training, although it is not uncommon for them to take on an apprentice, or even to form loose collectives to sharpen their skills against one another.

Most Master Throwers are performers, who entertain the masses with their amazing skills. Others use their talents as skilled assasins and enforcers, using their unorthodox fighting style to gain an edge against their targets.

With quick reflexes and a masterful aim, Master Throwers can utilize thrown weapons in such a way that allows them to entrap, isolate and confuse their enemies.

Thrown Weapon Tricks

If a Thrown Weapon Trick has prerequisities, you must meet them before you can learn it. Everytime you learn a new trick, you can choose to replace one you already know. If the trick requires a saving throw the calculation is 8 + Dexterity Modifier + Proficiency.

Bounding Toss

Prerequisites: 13th level

You can cause your thrown weapons to bounce from target to target, allowing them to hit multiple enemies. As a bonus action, you can prepare a throw that can bounce to a number of targets within 10ft of one another, dealing the damage of the weapon without adding your Dexterity modifier.

You use the same attack roll as the first target for all subsequent targets and can bounce your weapon against a maximum number of targets equal to your Dexterity modifier (minimum of 1).

Blade Volley

Prerequisities: 9th level

Whenever you have advantage, you can choose to forgo it and instead make two thrown weapon attacks as part of the same attack action.

Concealed Toss

While hidden, you can throw weapons in odd angles and bounce them off obstacles, confusing your foes. When you are hidden from a creature and miss it with a thrown weapon attack, making the attack doesn't reveal your position.

Curving Toss

Prerequisite: 13th level

As a bonus action, you can prepare a throw that curves around obstacles. You can hit targets that are hidden by total cover as long as the obstacle has a corner or other exposed area your weapon can travel through, so long as the target is not hidden from you.

Dance of Daggers

Prerequisities: 17th level

As an action, you enter a stance that turns you into a whirling storm of blades.

You can make a thrown weapon attack against any number of creatures within a 20ft cube centered on you, on a hit the target takes an extra 2d6 piercing damage. You must have ammunition for each target, as normal, and you make a separate attack roll for each target, but cannot attack the same target twice in a row. This continues until you miss a target, ending the dance.

Focused Throw

As a bonus action, you can focus you aim to greatly increase your maximum throwing distance. The range of your thrown weapons is doubled until the end of your turn.

Palm Throw

Prerequisite: Must use darts, dagger or shuriken

As part of your attack action, you can throw two tiny thrown weapons in the same attack. Both projectiles use the same attack roll and must be aimed at the same target and you only add your Dexterity modifier to damage once.

Pinning Throw

Prerequisite: 9th level

As an action, you can throw a weapon that pins enemies on the ground or against the wall. If your target is Large or smaller, it makes a Dexterity saving throw, if it fails the target's speed is reduced to 0 for one round. You do not apply Sneak Attack damage to this attack.

Piercing Throw

Prerequisite: 9th level, Must use Javelin or Spear

As an action, you throw a penetrating weapon with great speed and strength. Any creature that is in a line equal to your weapon's maximum range must make a Dexterity saving throw or take 2d6 piercing damage + Dexterity Modifier.

Pommel Throw

Prerequisite: Must use a dagger or throwing hammer

By reversing your grip you cause the pommel to strike your target instead of the blade, disorienting the target. On a hit, the target must make a Constitution saving throw or have disadvantage on its next attack roll or skill check until the end of its turn. You deal blugeoning damage for this attack.

Reactive Throw

Prerequisites: 17th level

As an bonus action, you enter into a trance-like state, sharpening your reflexes against enemies who dare to draw closer. You lose this bonus if you move more than 5ft from your current position.

Until the start of your next turn, you may make an attack of opportunity against any enemy that moves within 10ft of you.

Returning Throw

Whenever you miss with a thrown weapon attack, it will return to your hand so long as the attack was made within the weapon's effective range.

Ricochet Throw

Prerequisite: 9th level

You can potentially turn near-misses into a hit through the creative use of your environment. If you miss with a thrown weapon attack, you can cause the projectile to ricochet, hitting the target or any enemy within 5ft of the target. Reroll the attack roll but you must take the second result.

Tumbling Toss

Prerequisite: 17th level

You can perform an acrobatic manuever to dodge an incoming attack while throwing a weapon at the same time.

Whenever you use Uncanny Dodge against a melee weapon attack, you can as part of the same reaction make an Acrobatics check contested with the enemies' attack roll.

If you succeed you can move 10ft in any direction and make one thrown weapon attack against a target within range.