Dynamic Combat: Hurling and Vaulting I throw the goblin at the other goblin!

Fighting Styles Teamwork is an essential part of any adventurning party, but those without spells tend to lack options towards aiding their party members. The provided character options lend to new synergized combat interactions between martial characters and their team. While athleticism and acrobatics comes naturally to fighters, paladins, and rangers, rare few have the particular combined coordination and training for Hurling or Vaulting: Hurling You are trained in redirecting weight and momentum, allowing you to throw heavy objects and creatures. You gain the following benefits while you have at least one hand free: As an action, you can hurl a grabbed creature or object, turning it into a ranged weapon attack with a range of 15/30. You make this attack with proficiency, and the damage increases with the weight of the thrown target. This attack is made against each target's AC, and on a hit the target takes bludgeoning damage as indicated on the Hurling Damage table. On a miss, the thrown target lands safely adjacent to the targeted space, and neither target takes damage.

As a bonus action, you can enter a braced stance that lasts until the start of your next turn. While in this stance, you can use your reaction to give a willing ally a boost, carefully hurling them up to 15 feet away, or up to 30 feet if they move at least 5 feet before reaching you. Successfully hurling an ally ends your braced stance. You can only hurl a target of a weight up to your maximum carry weight (Your Strength score multiplied by 15, in pounds). Hurling Damage Weight Damage 1-5 lbs 1d4 + Strength Mod 6-25 lbs 1d6 + Strength Mod 25-50 lbs 1d10 + Strength Mod 51-75 lbs 1d12 + Strength Mod 76-100 lbs 2d6 + Strength Mod 101-150 lbs 3d6 + Strength Mod 151-200 lbs 4d6 + Strength Mod 201-250 lbs 5d6 + Strength Mod 251-300 lbs 6d6 + Strength Mod 301-350 lbs 7d6 + Strength Mod 351-400 lbs 8d6 + Strength Mod 401-450 lbs 9d6 + Strength Mod For weights heavier than 450 lbs, add 1d6 damage for every 50 pounds. Damage dealt by hurling cannot exceed 20d6. Hurling Tips Hurling allows you to turn anything your character can lift into a thrown weapon. You also provide your allies with a repositional tool. Hurling offensively requires an action. This forces a character to have maintained hold on a grappled target from a previous turn (or use something like Action Surge) to utilize it, but in exchange the target does not get any additional saving throw against the effect.

You can't target an empty space in the air with a hurling attack, but you can target a surface within range. The attack can damage the surface if it beats its AC, such as the AC for stone if the target is a stone wall.

Objects used for hurling endanger breaking: If you throw a boulder or iron ball, you also make the attack against its AC, and if you deal enough damage, it will break, rendering it useless and unable to be hurled.

Your character's current equipment and load weight do not matter when it comes to hurling, only the weight of the thrown target/object.

At a Strength score of 10, you can hurl objects up to 150 lbs in weight. At 12, 180 lbs. At 14, 210 lbs. At 16, 240 lbs. At 18, 270 lbs. Finally, at a Strength score of 20, this hits 300 lbs.

The Enlarge/Reduce spell increases your carry weight, doubling it for each size it makes you above medium. Enhance Ability can also double your carry weight. Certain races, like the Goliath, also have increased carry weight.

Reliable access to the high end of hurling damage should be relatively rare until later levels. If the damage gets too out of control, consider nerfing the damage dice to d4s, and increasing them to d6 after level 11. Commonly Hurled Objects Object AC Health Avg. Weight 4 inch Rock (Tiny) 17 10 1 - 5 lbs 2 ft Rock (Small) 17 20 10 - 250 lbs 4 ft Boulder (Medium) 17 30 300 - 1250 lbs 8 ft Boulder (Large) 17 40 1800 - 4200 lbs Wooden Box (Small) 15 4 10 - 20 lbs Wooden Barrel (Medium) 15 20 80 - 300 lb 4x4 ft Treestump (Medium) 15 30 600 - 1200 lb 6-8 ft Tree/Pole (Medium) 15 20 80 - 200 lb

Vaulting You are practiced in vaulting from support to get above the defenses of your foes. You gain the following benefits while you have at least one hand free: As a bonus action after moving 5 feet in your turn, you can vault off of a target within reach, throwing yourself up to 15 feet in a straight line. The target can be a willing ally, object, or a wall, so long as it is within one size range of yourself (IE. small, medium, and large, if you are medium sized).

Whenever you fall or vault at least 5 feet on your turn, you gain advantage on your first attack or grapple check that turn.

The first time you hit with a melee weapon attack with advantage during your turn, you can use your bonus action to deal an extra 1d6 damage of the weapon’s type. Vaulting Tips Vaulting plays out and rewards very similarly to how rogues use the stealth mechanic inherent to D&D 5e. Similarly, vaulting should require careful positioning that makes it situational to use without aid. In exchange for your bonus action, you can gain advantage to your first attack in every round, so long as you have the environment to provide for it.

If you have an ally that can provide a lift, like someone with the Hurling feature, you still gain the benefits of vaulting. This can allow you to use your bonus action to deal vaulting damage.

You can't vault further than your movement speed per turn will allow. Suppose that you need a proper grip to a do a long vault, one you would not be able to make at the end of 25-30 feet of un-dashed movement.

Allies can stand 10-15 feet in front of an enemy you want to vault towards, or you can have them place objects of suitable size for you in your environment.

Just remember that careless use will prompt all sorts of attacks of opportunity, both while vaulting or while running away to start a new vault.

Martial Archetype Provided is a new option for the fighter 3rd level Martial Archetype feature that focuses on the hurling fighting style. Hulking Hurler Few people have the raw muscularity to become Hulking Hurlers, primeval fighters who can lift and hurl massive objects and even creatures as if they were simple weapons. Their art requires as much grappling finesse as it does strength, and most forgo even a shield to keep both hands free. The adherents of this fighting style derive their techniques from Titans and Giants, and over time they take on the elemental strength and gravity of the earth they heft to gain their strength. Fighter Level Feature Unarmed Damage 3rd Hurling Fighting Style 1d4 3rd Titanic Physique 1d4 7th Earthen Embrace 1d6 10th Comet Throw 1d8 15th Meteoric Crash 1d10 18th Cosmic Magnitude 1d12 Hurling Fighting Style When you choose this archetype at 3rd level, you learn the Hurling fighting style, or a fighting style of your choice if you already have it. Titanic Physique At 3rd level, your musculature defies convention. You gain the following benefits: You become proficient in the Athletics skill, or a skill of your choice if you are already proficient in it. Whenever you make a Strength (Athletics) check, you gain double the proficiency bonus on that check.

Your unarmed strike increases to 1d4. It further increases to 1d6 at level 7, to 1d8 at level 10, to 1d10 at level 15, and to 1d12 at level 18.

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. If you already have this benefit, such as with the Goliath's Powerful Build trait, your move speed instead increases by 5 feet. Earthen Embrace At 7th level, your connection to your primordial art protects your body and emboldens your spirit. Your unarmed strikes, and attacks made with the Hurling fighting style, count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage. Additionally, while using the braced stance granted by the Hurling Fighting Style, you can use your reaction to deflect non-magical bludgeoning, piercing, or slashing damage. Your braced stance ends, granting you resistance to the triggering damage and reducing your speed to 0 until the start of your next turn. Comet Throw At 10th level, you can deliver a hurled object with explosive potential. You gain the following benefits to the Hurling fighting style: When you hurl a grabbed creature, the range of the attack increases to 25/50.

When you use your braced stance to hurl an ally, the distance you can throw them increases to 20 feet, or 40 feet if they moved 5 feet before reaching you.

When you target a creature or object with a hurl attack, you can also choose to target all of the creatures and objects adjacent to the space, as if if were an attack with a 5 foot radius. Meteoric Crash At 15th level, you learn to redirect crushing weights and force harmlessly through your body. Upon taking bludgeoning or force damage while in the braced stance granted by the Hurling fighting style, you can use your reaction to make an unarmed strike on a creature within reach. On a successful hit you redirect the crushing momentum into your target, ending your braced stance and causing your target to take the damage instead. You can do this a number of times per long rest equal to your constitution modifier. Cosmic Magnitude At 18th level, a window into your true strength can be opened briefly. Before making an action, you can choose to make your strength score 34, potentially giving you a +12 ability modifier for that action. You regain the use of this feature after a long rest.

Monastic Tradition The Way of Hammer and Nail is a new monastic tradition for 3rd level monks that grants the Hurling and Vaulting fighting styles. This archetype is designed to pair well with other hurlers and vaulters, but has many ways to interact with allies of any class. Way of the Hammer and Nail Monks of the Hammer and Nail tradition devote themselves towards harmonizing the weapon of the self with its environment. Practiced masters of this style find hidden lines of attack towards their opponents, springing off of objects and allies to get above defenses and meet their foes in aerial collisions that would break the bodies of unhoned practitioners. The true potential of this tradition appears with cooperating warriors, and sibling monks of this style are often found adventuring together. Monk Level Feature 3rd Rising Hammer Hurl 3rd Flying Nail Vault 6th Percussive Rhythm 11th Once the Hammer, Again the Nail 17th Harmony of Blows Rising Hammer Hurl When you take choose this tradition at 3rd level, you learn to redirect weight and momentum, allowing you to throw heavy objects and creatures. You gain the following benefits while you have at least one hand free: As an action, you can hurl a grabbed creature or object, turning it into a ranged weapon attack with a range of 15/30. You make this attack with proficiency, and the damage increases with the weight of the thrown target. This attack is made against each target's AC, and on a hit the target takes bludgeoning damage as indicated on the Hurling Damage table. On a miss, the thrown target lands safely adjacent to the targeted space, and neither target takes damage.

As a bonus action, you can enter a braced stance that lasts until the start of your next turn. While in this stance, you can use your reaction to give a willing ally a boost, carefully hurling them up to 15 feet away, or up to 30 feet if they move at least 5 feet before reaching you. Successfully hurling an ally ends your braced stance. You can only hurl a target of a weight up to your maximum carry weight (Your Strength score multiplied by 15, in lbs). Flying Nail Vault At 3rd level, you become proficient in vaulting from support to get above the defenses of your foes. You gain the following benefits while you have at least one hand free: As a bonus action after moving 5 feet in your turn, you can vault off of a target within reach, throwing yourself up to 15 feet in a straight line. The target can be a willing ally, object, or a wall, so long as it is within one size range of yourself (IE. small, medium, and large, if you are medium sized).

Whenever you fall or vault at least 5 feet on your turn, you gain advantage on your first attack or grapple check that turn.

The first time you hit with a melee weapon attack with advantage during your turn, you can spend your bonus action to deal an extra 1d6 damage of the weapon’s type. Percussive Rhythm At 6th level, your practice of the way of the Hammer and Nail improves one of the class features of your choice. Hammer Volley Your ability to Deflect Missiles is improved. As a reaction to being hit by a ranged attack, ranged spell attack, or when you are the direct target of a damaging spell that prompts a Dexterity saving throw, you can spend 2 ki points to attempt a hammer volley. Make a melee weapon attack with a DC of 15. On a success, the attack or spell does not damage you, and you pick a new target for it within 30 feet. If you use Hammer Volley on an effect made by an ally, the dice class of its damage increases by one (1d6 becomes 1d8, and so on). Bounding Nail Strike Your ability to reduce damage with Slow Fall is weaponized. As a reaction to taking falling damage, you can attempt an unarmed strike on a creature in reach. On a successful hit you slam the creature into the ground, causing it to take the falling damage instead. This attack fails if you attempt to redirect an amount of damage greater than five times your monk level, causing you to take the damage as normal. Once the Hammer, Again the Nail At 11th level, the divergent teachings of the Hammer and Nail come together. You learn either Hammer Volley or Bounding Nail Strike, whichever you did not choose at 6th level. Harmony of Blows At 17th level, your hands find themselves where they need to be without effort. You can take one additional bonus action or reaction during each of your turns.