Knife-Juggler Standing ready and balancing a knife on its point in her palm, an elven woman watches silently as her opponent throws an axe at their target. The weapon sinks itself into the outer rim as his partner lays a hand on his shoulder. The woman approaches her line and launches three daggers at the target in one quick motion. Each knife plants itself up to its hilt in the center of the target, in a triangle formation. A human lands quietly on his feet from a rooftop and moves forward towards his mark. He hears a whistle blow from somewhere and is quickly becoming surrounded by foes. The man dodges a blade from his left and sinks his own into the attacker's back before launching into an elegant dance of death, drawing and throwing stars, daggers, axes, and darts at lightning speed until he stands, exhausted, amidst a field of pierced bodies. Sitting crouched in a darkened home, a tiefling levitates a poisoned dart just above her palm, clutching a scrap of green cloth in the other. She utters a few short command words and extends her hand as the dart flies at deadly speed out the open window and toward the streets below. The weapon dodges deftly through confused and terrified crowds before locating its target, a man wearing a long green robe. He turns just in time to witness the dart pierce his chest before he falls to the ground and dies. The knife-juggler relies mainly on their skill with a blade to solve problems, but does not shy away from endeavours of diplomacy. They know most times that they can weasel their way out of bloodshed, and maybe get to show off their prowess in the process. Class Features As a Knife-Juggler, you have the following class features. Hit Points Hit Dice: 1d8 per Knife-Juggler level

1d8 per Knife-Juggler level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Knife-Juggler level after 1st The Knife-Juggler Level Proficiency Bonus Features 1st +2 Fast Hands, Fighting Style 2nd +2 Quick Thinking, Retrieval 3rd +2 Knife-Juggler Archetype 4th +2 Ability Score Improvement 5th +3 Agility 6th +3 Fast Hands (2) 7th +3 Archetype Feature 8th +3 Ability Score Improvement 9th +4 Nimble Feet 10th +4 Archetype Feature 11th +4 Evasion 12th +4 Ability Score Improvement 13th +5 Fast Hands(3) 14th +5 Blindsense 15th +5 Archetype Feature 16th +5 Ability Score Improvement 17th +6 Fast Hands (4) 18th +6 Archetype Feature 19th +6 Ability Score Improvement 20th +6 Bullseye

Proficiencies Armor: Light armor

Light armor Weapons: Daggers, Handaxes, Javelins, Light Hammers, Spears, Darts,Rapier, Shortswords, Tridents.

Daggers, Handaxes, Javelins, Light Hammers, Spears, Darts,Rapier, Shortswords, Tridents. Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose two from Acrobatics, Athletics, Deception, Perception, Performance, Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: Leather armor

(a) 10 daggers or (b) 10 handaxes

(a) A Shortsword or (b) a rapier

(a) A burglar's pack or (b) an entertainer's pack Fast Hands At 1st level, you have trained yourself to draw and throw weapons extremely quickly. On your turn, you may attack with thrown weapons twice, instead of once, when taking the attack action. This feature only applies to ranged weapon attacks with thrown weapons. Each attack can target a different opponent, or all attacks can target the same one. The number of thrown weapon attacks increases to three when you reach 6th level, four when you reach 13th level, and five when you reach 17th level. Fighting Style You take more strongly to a particular style of fighting than others. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Light Weapons You double your proficiency bonus for attack and damage rolls using daggers, handaxes, and darts. Heavy Weapons You double your proficiency bonus for attack and damage rolls using hammers, javelins, tridents and spears. Agile Defense You gain advantage on all dexterity saving throws to dodge area effects. Strong-Arm When using thrown weapons, you never have disadvantage due to long range. Quick Thinking At 2nd level, your sharp reflexes allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used to take the Dash, Disengage, or Hide action. Retrieval By 2nd level, you've learned that weapons are most often more easily retrieved than one might expect. You always retrieve all of your thrown weapons after a battle if it is reasonably possible to retrieve them. Additionally, if you pick up a throwable weapon from the ground, you may make a free ranged attack with it at disadvantage. Knife-Juggler Archetype At 3rd level, you specialize your craft into one of three paths. These are the Harlequin, the Ninja, and the Telumancer, and all three are detailed at the end of this class section. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can't increase an ability score above 20 using this feature. Credit: shinwolf on DeviantArt

Agility At 5th level, your throwing skills have sharpened and often draw a crowd. you gain proficiencies in performance, acrobatics, and athletics if you don't already have them. If you are already proficient in one or all of them, you may double your proficiency bonus when making checks with those skills. Nimble Feet By 9th level, you are fast enough that you find walking to be a bore, and prefer to dance, flip, or sprint from place to place. you gain an extra 10ft to your movement speed. Evasion By 11th level, you can dodge most attempts on your life easily and with almost no effort. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, when you make a successful save, you can spend your reaction to move up to half your movement in any direction. Blindsense At 14th level, your senses have peaked, and you can sense the presence of creatures just by sound. If you are able to hear, you are aware of the location of any hidden or invisible creature within 30ft of you. Bullseye At 20th level, you have become deadly-accurate with most strikes. You gain the ability to throw a single weapon for a chance to kill an enemy immediately. When a target has less than 100 hit points, roll 1d20 + your ranged attack modifier after a successful ranged attack. On a result of 14 or more the target dies, for any lesser result roll damage as normal. Once you use this feature you may not use it again until you finish a long rest Knife-Juggler Archetypes An overwhelming skill with throwing knives and javelins often manifests itself in several ways. The options below of Harlequin, Ninja, and Telumancer represent only three generalized specialties. Harlequin The Harlequin is a deadly dancer who succeeds by running circles around their opponent and bleeding them dry. Their approach to combat is often taunting, toying, and misleading their opponents before killing them quickly. outside of combat, the harlequin is a charming devil, using their skills for spectacle and misdirection while their allies carry out their plans. Credit:MaraAum on DeviantArt Bloody Strikes Credit:MaraAum on DeviantArt At 3rd level you learn to hone your blades for deadly strikes. All successful attacks with bladed throwing weapons now cause your target to bleed. Bleeding targets suffer damage equal to your proficiency bonus at the start of each of their turns until they are bandaged, fall to 0 hit points, or 3 rounds pass. This effect cannot be applied to the same target more than once at the same time, even if two harlequins have applied it. Jokes and Japes By 7th level, you begin to come into your own as a jester, acrobat, and performer. You may cast Vicious Mockery at will with a DC equal to 8 + your charisma modifier + your proficiency modifier Additionally, you now have the ability to move through enemy spaces with an acrobatics or athletics check with a DC equal to the target's AC, as long as the enemy is one size larger than you or smaller. You do this by flipping over them, having a chance to knock them prone with an acrobatics or athletics result of 15 or more. If a target is already prone, you may move through their space without a check.

Open Veins By 10th level your aim with thrown weapons has evolved to be deadly accurate, and you can target the same wounds that were opened with previous attacks. When you attack a target that is bleeding you deal an extra 1d6 damage of the same type as your weapon. This bonus increases to 1d8 when you reach 14th level, and 1d10 when you reach 19th level Taunting Flourish At 15th level, you gain the ability to send your foes into a blind rage with your mockery. Once on your turn, you may use a bonus action to force any bleeding enemy that can see and hear you to move up to 15 feet in your direction, ignoring hazards and terrain in their way, while provoking attacks of oppourtunity. This feature may be used directly after an attack on the same turn. Once you use this feature you cannot use it again until you finish a short or long rest. Dance of Blades By the time you have reached 18th level, you have become a veritable whirling dervish of knives and blood. You can now push your limits and throw yourself into a frenzied, yet delicate, dance of death, lashing weapons in all directions. As an action on your turn, you may choose to begin your Dance of Blades. This action allows you to make an attack on every creature within your close throwing range at once, consuming weapons, and applying damage, bleeding and Open Wounds bonuses as normal. If you have the strong-arm Fighting Style, then the range is your full throwing range. You can continue this effect for up to three consecutive turns before it must end. Additionally, if you take damage while using this ability you are knocked off balance and fall prone, ending the efect. Once you use this feature you may not use it again until you finish a long rest. Ninja The Ninja represents those knife-jugglers who kill with no trace and are one with the shadows. Ever loyal to their mission, the Ninja specializes in assassinations, infiltrations, and espionage. Stealthy At 3rd level when you choose this path, you train in the arts of staying hidden where others would be seen. you have advantage on all stealth skill checks and can hide with very little to obscure you. Additionally, when you attack from stealth, you are revealed to your target, but deal an extra 1d6 damage of your weapon's type. This bonus increases to 1d8 when you reach 7th level, 1d10 at 15th level, and finally 1d12 at 20th level. When you reach 7th level, you gain proficiency when using thieves' tools. Additionally, you can use your thieves' tools as a bonus action in combat. Height Advantage At 10th level, your training has taught you that a height advantage is essential for surprising your targets. You gain the ability to climb without a movement penalty. Additionally, ranged weapon attacks against targets at least 10 feet below you advantage to hit. Versatile Fighting Beginning at 15th level, when you use your action to make a melee weapon attack, you may also make two thrown weapon attacks. Shadow Kill Once you reach 18th level, your skills as an assassin have have reached their peak. Once on your turn, when you are hidden, if you are successful on your first thrown weapon attack, it is a critical hit, and if it is a ranged attack, it does not reveal your position. Additionally, when you make a critical attack of this kind, you can double your bonus damage dice from the Stealthy feature.

Telumancer The Telumancer combines a slight bit of magic with pure physical skill to create dazzling and powerful effects for their thrown weapons. Arcane Weapons At 3rd level when you choose to delve into the study of magic, you gain the ability to enchant your weapons with minor, but useful magicks. Weapon Enchantment. As a bonus action on your turn, you may imbue any one of your thrown weapons with magical energy. The enchantment lasts until the end of your turn, or until it hits or misses a target. The enchanted item is treated as a magic weapon and deals an extra 2d6 force damage on a hit. You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest. You gain an additional use of this feature at 7th, 10th, 15th, and 18th level. Enchantment Options. When you gain this feature, you learn two enchantment options from the enchantment section below. Whenever you enchant your weapons, you can apply one of these enchantment options to your weapon. You gain an additional enchantment option of your choice at 7th, 10th, 15th, and 18th level. Enchantment Option DC = 8 + your Charisma Modifier + your Proficiency Bonus Magic Knowledge At 7th level, you learn more of the intricacies of spellcasting. You gain proficiency in the arcana skill. Additionally, you may cast Detect Magic at will. once you use this feature you may not use it again until you finish a short or long rest. Magical Movement By 10th level, your agility and magic have lead you to develop a unique movement technique. When you throw a weapon, you can choose to teleport to its destination as long as it is no farther from you than your movement speed. The teleport ignores any terrain between you and your destination, including obstacles that block your view of the destination, as long as your throw can reach that destination. When you arrive, you catch your weapon and have it returned to you. Conjured Ammo when you reach 15th level, you learn to conjure more conventional weapons quickly. As an action you can conjure 15 non-magical daggers, which appear in a container, in several sheathes, or on the ground before you. These daggers persist for 10 minutes or until you use this feature again, at which point they vanish. Forceful Weapons At 18th level, your enchanted weapons' damage bonus increases to 4d6 force damage. Credit: Alexey-Konev on DeviantArt ---> Enchantment Options Credit: Alexey-Konev on DeviantArt ---> The Enchantments listed here are all magical effects. Listed alphabetically. Acidic. You coat your weapon in a thick magical flame before throwing it in a line. Along that line the fire falls to the ground, where it stays until your next turn. Any creature that moves through this line of fire takes 1d6 fire damage.

You coat your weapon in a thick magical flame before throwing it in a line. Along that line the fire falls to the ground, where it stays until your next turn. Any creature that moves through this line of fire takes 1d6 fire damage. Brightblast. Your weapon glows with latent magical light. when you throw the weapon, this light explode trom it, blinding all enemies within 10 ft of its impact point until your next turn.

Your weapon glows with latent magical light. when you throw the weapon, this light explode trom it, blinding all enemies within 10 ft of its impact point until your next turn. Teleporting. Your weapon disappears just as it leaves your hand and reappears right in front of its target. Your maximum range for this throw is doubled, and no disadvantage is imposed for long range throwing.

Your weapon disappears just as it leaves your hand and reappears right in front of its target. Your maximum range for this throw is doubled, and no disadvantage is imposed for long range throwing. Gusting. The enchanted weapon is wreathed in a powerful wind, picking up targets who fail a Dexterity saving throw in a line and pushing them back by 15ft

The enchanted weapon is wreathed in a powerful wind, picking up targets who fail a Dexterity saving throw in a line and pushing them back by 15ft Seeking. You grant your weapon the ability to seek out its target. pick a target you have seen in the past minute and make a ranged attack against it, using the enchanted weapon. This attack ignores disadvantage imposed by long range. The weapon flies around corners if necessary. This attack automatically misses if the target is out of the weapon's maximum range, or if there is no possible path to the target. If the weapon hits its target, you know, but you only learn its location if you can see the target.

You grant your weapon the ability to seek out its target. pick a target you have seen in the past minute and make a ranged attack against it, using the enchanted weapon. This attack ignores disadvantage imposed by long range. The weapon flies around corners if necessary. This attack automatically misses if the target is out of the weapon's maximum range, or if there is no possible path to the target. If the weapon hits its target, you know, but you only learn its location if you can see the target. Shocking Your weapon crackles with blue lightning. The Enchanted bonus damage for this attack is applied as lightning damage instead of force. On a successful hit, the target is incapacitated, being forced to make a Constitution save at the beginning of its next turn or lose its turn.

Your weapon crackles with blue lightning. The Enchanted bonus damage for this attack is applied as lightning damage instead of force. On a successful hit, the target is incapacitated, being forced to make a Constitution save at the beginning of its next turn or lose its turn. Exploding. When your weapon attack lands successfully, all creatures within 10ft of your target take 2d6 force damage.

When your weapon attack lands successfully, all creatures within 10ft of your target take 2d6 force damage. Vampiric. The weapon gains a hungry aura and a deep red glow. On a successful hit with the weapon, half of the enchanted weapon's bonus damage is returned to you as temporary hit points.

The weapon gains a hungry aura and a deep red glow. On a successful hit with the weapon, half of the enchanted weapon's bonus damage is returned to you as temporary hit points. Whirlwind. You toss your weapon, which revolves around you quickly. Any creature within 10ft of you on their turn takes 1d6 damage of the weapon's damage type. This effect persists for one minute.