3rd Level — One in Motion
You’ve mastered the art of thrown weaponry, turning your attacks into a seamless display of precision and dexterity. Starting at 3rd level, thrown weapons count as ranged weapons for the purposes of all Marksman features. Additionally:
You can wield and juggle up to three thrown weapons at a time.
Thrown weapons you use gain the Returning property, allowing them to automatically return to your hand after each attack.
If all your attacks during a turn are made with thrown weapons, you can make an additional thrown weapon attack as a bonus action. This attack does not add your ability modifier to the damage roll and must be made with a weapon you haven't used yet this turn.
6th Level — Another to Toss
You’ve improved your juggling and can handle even more weapons in combat. Starting at 6th level:
You can now wield and juggle up to four thrown weapons.
The bonus action attack from One in Motion now adds your ability modifier to its damage roll.
When you successfully hit with all four weapons in one turn, you gain 1 Focus Point.
10th Level — Pinpoint Throw
Your accuracy with thrown weapons allows you to strike weak points with deadly precision. Starting at 10th level:
When you make a ranged weapon attack with a thrown weapon you increase your crit threshold by 1.
Additionally, you can choose to spend 1 Focus Point after you make an attack roll with a thrown weapon to reroll the attack if it misses. You must use the new roll.
This ability allows you to land critical hits more frequently and ensures that you make the most out of every attack.
13th Level — Two-in-One
You’ve learned the advanced juggling technique of throwing multiple weapons simultaneously. Starting at 13th level, when you take the Attack, you can spend 2 Focus Points to throw two weapons simultaneously in place of one attack. When you do so:
Choose two different creatures within range. Make a separate attack roll for each target using different weapons.
On a hit, deal the normal damage of each weapon.
This allows you to efficiently take on multiple opponents in a single turn.
17th Level — Precision Juggler
You’ve refined your juggling style to near perfection, allowing you to hit specific targets with incredible precision. Starting at 17th level:
When you make a ranged attack with a thrown weapon, you can spend 2 Focus Points to ignore cover for the turn. This includes both half and three-quarters cover.
In addition, when you make a ranged attack with a thrown weapon against a creature within 20 feet of you, you can spend 1 Focus Point to treat the attack roll as an automatic hit, but you must roll for damage as usual. You can use this ability a number of times equal to your Dexterity modifier per long rest.
These abilities allow you to maximize your damage potential and make the most difficult shots, even against hard-to-reach opponents.
20th Level — Five in the Hand
Your juggling skills are unparalleled, and you can wield a massive arsenal of thrown weapons with deadly accuracy. Starting at 20th level:
You can now wield and juggle up to five thrown weapons at a time.
For each different weapon that successfully hits a target during your turn, it deals an additional die of damage. The first hit adds 1 extra die, the second hit adds 2 extra dice, and so on.
If you hit with all five weapons in a single turn, you gain 10 Focus Points.
This makes your barrage of thrown weapons incredibly deadly, allowing you to rain devastating attacks down on your enemies while generating Focus.