TEXT:  
   
   
  :  
   
   
  Master Thrower 
  Harlequin 
  Mountain Defender 
  Town Crier 
   
   
  A handbook of class options for the 5
  th edition of the 
  world’s greatest role playing game. 
   
  By G Christopher Dyson & K S Dyson 
   
  
   
  2 
  Seekers of Fortune 
  A character options handbook for 5E Role Playing 
  Written by G Christopher Dyson & K S Dyson 
  Published by Rats in the Rain 
  ISBN: 978-0-9945084-3-0 
  ©2016 G Christopher Dyson 
  All rights reserved 
   
   
   
   
  
   
  3 
   
   
  Contents 
  Introduction ............................................................................................................................................ 4 
  Master Thrower ...................................................................................................................................... 4 
  The medium range master ...................................................................................................................... 4 
  Creating a Master Thrower ..................................................................................................................... 4 
  Harlequin ................................................................................................................................................. 5 
  A fool and his money .......................................................................................................................... 5 
  Fool me twice ...................................................................................................................................... 6 
  Quick Build .............................................................................................................................................. 6 
  Building a Harlequin ................................................................................................................................ 7 
  Foolish archetypes .............................................................................................................................. 8 
  Battle Jester ........................................................................................................................................ 8 
  The Lucky Fool ..................................................................................................................................... 9 
  Harlequin Spells .................................................................................................................................. 9 
  Muticlassing ...................................................................................................................................... 10 
  Mountain Defender .............................................................................................................................. 10 
  Racial Restrictions ............................................................................................................................. 10 
  Building a mountain defender .......................................................................................................... 10 
  Town Crier ............................................................................................................................................. 12 
  New Weapon Options ........................................................................................................................... 13 
  Acknowledgements ............................................................................................................................... 14 
  OPEN GAME LICENSE ............................................................................................................................ 14 
   
   
   
  
   
  4 
  Introduction 
  Welcome to the third volume in this series of 
  class option manuals. 
  In each of these, we present: 
   
  a new class 
   
  a new path for an existing class 
   
  a new race specific path 
   
  a new background 
  All of which are completely unrelated and not 
  necessarily printed in that order. In my 
  experience when new character options are 
  grouped by theme it produces a volume that 
  benefits one player at the table but fails to 
  inspire others. The unrelated nature of these 
  options allows the whole table to be inspired 
  as the options are as different as the players. 
  Master Thrower 
  Beneath the wagon a Halfling sits watching 
  until the bandits have moved closer, then she 
  ducks out from cover and throws a dagger 
  cleanly into the leg of their leader. Before he 
  can react, she has another blade in her hand 
  ready to throw. 
  The band of dwarves patrolling the mine spot 
  a minotaur. While they ready their axes and 
  begin their charge, one of them hurls his 
  hammer. It bounces off the ceiling and slams 
  into the tauric skull knocking it down so that 
  the others can quickly finish it off. 
   
  A half orc travels the road alone, when he 
  smells trouble his hand reaches into his pouch 
  from which he takes a heavy ball. With a hefty 
  throw he “puts” it like a cannon shot that 
  knocks the wolf down in a single throw. 
  The medium range master 
  A master thrower is a specialist with ranged 
  weapons, but prefers the heavy thrown 
  weapons to the bow. In combat he will begin 
  with one or two well placed throws and then 
  move in with melee weapons. 
  Creating a Master Thrower 
  The Master Thrower is a martial archetype for 
  the fighter class as described on page 72 of 
  the Core Rules. It can be selected at level 3 in 
  place of the existing archetypes. 
   
  Extra Range 
  At 3rd level, you are able to throw a weapon 
  further. The range of any thrown weapon you 
  are proficient with is doubled. 
  This applies to both the short and maximum 
  ranges. 
  
   
  5 
  Trip Attack 
  At 7th level, you may make a ranged trip attack 
  by throwing your weapon at the leg of your 
  opponent. 
  When you hit an opponent, you do half the 
  normal amount of damage and if the target is 
  Large or smaller, it must make a Strength 
  saving throw. On a failed save, you knock the 
  target prone.  
  The save DC is equal to 8 plus your proficiency 
  bonus plus your strength modifier. 
  Two Handed throw 
  At 7th level, you may do a large two handed 
  throw which allows you to throw larger 
  weapons two handed such as large rocks, 
  heavier hammers or a caber.  
  See the new weapon section of this volume. 
  Extra range does not apply to these weapons. 
  Ricochet 
  At 10th level, the thrower is able to bounce 
  their weapon off a wall or other surface 
  negating any cover the opponent may have. 
  Leap and throw 
  At 15th level, you may further increase the 
  range of your throw by beginning it with a 
  powerful leap. 
  As part of an attack you may jump your 
  maximum distance or height adding the same 
  distance to the range of the weapon. 
  Throw melee weapon 
  At 18th level, you may throw any melee 
  weapon you are proficient with, including a 
  two handed weapon and it does full weapon 
  damage. This attack has a range of 15/45.  
  This is not doubled by the extra range ability 
   
  Harlequin 
  The king sat in council with his advisers. They 
  all made suggestions, most of which would 
  lead to ruin. Only the fool, the court Harlequin, 
  was able to say the one thing that would solve 
  their problem, for only he had the courage to 
  speak against the king. Then he laughed. 
  As the elven army advanced there was one 
  among them that moved lighter, faster and 
  deadly than any others. She moved with grace 
  in battle as she dodged from opponent to 
  opponent, but swung her blades with deadly 
  precision.  
  Outside the tavern two bounty hunters were 
  looking for their mark: a tiefling Harlequin 
  that they knew would be an easy claim. They 
  were wrong. The fool snuck out through the 
  window, rolled past them, dodged nimbly 
  around their nets and escaped as the hunters’ 
  pants fell down. 
  A fool and his money 
  The Harlequin is an enigma; part entertainer, 
  part adviser. Their main skill is that often they 
  are not considered a threat; people let their 
  guard down. 
  In some cases, they develop into elite warriors 
  whose dexterity makes them deadly 
  unpredictable opponents.  
  
   
  6 
   
   
  Level Ability 
  Known 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  1 
  Unarmoured Defence 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  Spells 
  2 
  2 
  - 
  - 
  - 
  - 
  3 
  Archetype 
  3 
  3 
  - 
  - 
  - 
  - 
  4 
  Ability Bonus 
  3 
  3 
  - 
  - 
  - 
  - 
  5 
   
  4 
  4 
  2 
  - 
  - 
  - 
  6 
  Extra Attack 
  4 
  4 
  2 
  - 
  - 
  - 
  7 
  Deflect Missiles 
  5 
  4 
  3 
  - 
  - 
  - 
  8 
  Ability Bonus 
  5 
  4 
  3 
  - 
  - 
  - 
  9 
  Archetype ability 
  6 
  4 
  3 
  2 
  - 
  - 
  10 
   
  6 
  4 
  3 
  2 
  - 
  - 
  11 
  Uncanny Dodge 
  7 
  4 
  3 
  3 
  - 
  - 
  12 
  Ability Bonus 
  7 
  4 
  3 
  3 
  - 
  - 
  13 
  Second Wind 
  8 
  4 
  3 
  3 
  1 
  - 
  14 
   
  8 
  4 
  3 
  3 
  1 
  - 
  15 
  Archetype Ability 
  9 
  4 
  3 
  3 
  2 
  - 
  16 
  Ability Bonus 
  9 
  4 
  3 
  3 
  2 
  - 
  17 
  Evasion 
  10 
  4 
  3 
  3 
  3 
  1 
  18 
   
  10 
  4 
  3 
  3 
  3 
  1 
  19 
  Ability Bonus 
  11 
  4 
  3 
  3 
  3 
  2 
  20 
  Stroke of Luck 
  11 
  4 
  3 
  3 
  3 
  2 
   
  Fool me twice 
  Not every fool in a court would be an adventurer. 
  Only the best of them, but the real question is 
  why? Are you on a special mission for your lord? 
  Did you overhear something that you must act on? 
  Has you lord fallen and left you to seek revenge? 
  Are you undercover posing as an assassin? There 
  are many reasons why a Harlequin would travel 
  and seek adventure, all of them are unexpected. 
  Quick Build 
  You can build a Harlequin quickly by putting your 
  highest ability scores into dexterity and charisma.  
  A high constitution will help. Harlequin’s are 
  resilient due to years of abuse, which gives them 
  higher than average hit points, but even more hit 
  points can benefit any character and allow a 
  harlequin to go into even more dangerous 
  situations. Choose the entertainer background 
   
  
   
  7 
  Building a Harlequin 
  Hit Points 
  Hit Dice: 1d12 per Harlequin level 
  Hit Points at 1st level: 12 plus your 
  constitution modifier 
  Hit Points at higher levels: 1d12 (or 7) plus 
  your constitution modifier per Harlequin level 
  after 1st 
  Proficiencies 
  Armour: none 
  Weapons: Simple 
  Saving Throws: Dexterity, Charisma 
  Skills: choose four from acrobatics, athletics, 
  deception, insight, investigation, perception, 
  persuasion, sleight of hand, stealth 
  Tools:  disguise kit  
  Equipment 
  You start with the following equipment, in 
  addition to the equipment from your 
  background 
   
  (a) a mace or (b) a club 
   
  (a) a shortbow and quiver or 20 rrows 
  or (b) a simple weapon of your choice 
   
  (a) a burglar’s pack or (b) a 
  dungeoneer’s pack 
   
  Two daggers and colourful clothing 
  Unarmoured Defence 
  Beginning at 1st level, while you are wearing 
  no armour and not wielding a shield, your AC 
  equals 10 + your Dexterity modifier + your 
  Charisma modifier. 
  Spellcasting 
  By the time you reach 2nd level, you have 
  learned to use the tapestry of magic to cast 
  spells, much as a bard does. See chapter 10 
  for the general rules of spellcasting. The 
  Harlequin spell list follows this section. 
  Spell Slots 
  The Harlequin table shows how many spell 
  slots you have to cast your spells of 1st level 
  and higher. To cast one of these spells, you 
  must expend a slot of the spell’s level or 
  higher. You regain all expended spell slots 
  when you finish a long rest. 
  Spells Known of 1st Level and Higher 
  You know two 1st level spells of your choice 
  from the Harlequin spell list. 
  The Spells Known column of the Harlequin 
  table shows when you learn more Harlequin 
  spells of your choice. Each of these spells 
  must be of a level for which you have spell 
  slots. For instance, when you reach 5th level in 
  this class, you can learn one new spell of 1st or 
  2nd level. 
  Additionally, when you gain a level in this 
  class, you can choose one of the Harlequin 
  spells you know and replace it with another 
  spell from the Harlequin spell list, which also 
  must be of a level for which you have spell 
  slots. 
  Spell casting Ability 
  Charisma is your spellcasting ability for your 
  Harlequin spells, since your magic comes from 
  the heart and soul you pour into the 
  performance of your music or oration. 
  You use your Charisma whenever a spell 
  refers to your spellcasting ability. In addition, 
  you use your Charisma modifier when setting 
  the saving throw DC for a Harlequin spell you 
  cast and when making an attack roll with one. 
  Spell save DC = 8 + your proficiency bonus + 
  your Charisma modifier 
  Spell attack modifier = your proficiency bonus 
  + your Charisma modifier 
   
   
   
  
   
  8 
  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 s cores of your choice by 
  1. As normal, you can’t increase an ability 
  score above 20 using this feature. 
  Deflect Missiles 
  Starting at 7th level, you can use your reaction 
  to deflect or catch the missile when you are 
  hit by a ranged weapon attack. When you do 
  so, the damage you take from the attack is 
  reduced by 1d10 + your Dexterity modifier + 
  your Harlequin level. 
  If you reduce the damage to 0, you can catch 
  the missile if it is small enough for you to hold 
  in one hand and you have at least one hand 
  free.  
  Uncanny Dodge 
  Starting at 11th level, when an attacker that 
  you can see hits you with an attack, you can 
  use your reaction to halve the attack’s 
  damage against you. 
  Second Wind 
  From 13th level, you have a limited well of 
  stamina that you can draw on to protect 
  yourself from harm. On your turn, you can use 
  a bonus action to regain hit points equal to 
  1d10 + your Harlequin level. 
  Once you use this feature, you must finish a 
  short or long rest before you can use it again. 
  Evasion 
  At 17th level, your instinctive agility lets you 
  dodge out of the way of certain area effects, 
  such as a red dragon’s lightning breath or a 
  burning hands spell. 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. 
  Stroke of Luck 
  At 20th level, you have an uncanny knack for 
  succeeding when you need to. If your attack 
  misses a target within range, you can turn the 
  miss into a hit. Alternatively, if you fail an 
  ability check, you can treat the d20 roll as a 
  20. 
  Once you use this feature, you can’t use it 
  again until you finish a short or long rest. 
  Foolish archetypes 
  At 3rd Level, you choose one of two 
  archetypes: Battle Jester or Lucky Fool. 
  Battle Jester 
  A battle Jester specialises in an unpredictable 
  but effective combat style. It is more 
  commonly an option for races such as elves 
  who have some martial weapon proficiencies. 
  At 3rd level you can choose a combat style.  
  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. 
  Archery: You gain a +2 bonus to attack rolls 
  you make with ranged weapons. 
  Duelling: When you are wielding a melee 
  weapon in one hand and no other weapons, 
  you gain a +2 bonus to damage rolls with that 
  weapon. 
  Great Weapon Fighting: When you roll a 1 or 
  2 on a damage die for an attack you make 
  with a melee weapon that you are wielding 
  with two hands, you can reroll the die and 
  must use the new roll, even if the new roll is a 
  1 or a 2. The weapon must have the two-
  handed or versatile property for you to gain 
  this benefit. 
  Protection: When a creature you can see 
  attacks a target other than you that is within 5 
  feet of you, you can use your reaction to 
  impose disadvantage on the attack roll.  
  
   
  9 
  Two-Weapon Fighting: When you engage in 
  two-weapon fighting, you can add your ability 
  modifier to the damage of the second attack. 
  Action Surge 
  Starting at 9th level, you can push yourself 
  beyond your normal limits for a moment. On 
  your turn, you can take one additional action 
  on top of your regular action and a possible 
  bonus action.  
  Indomitable 
  Beginning at 15th level, you can reroll a saving 
  throw that you fail. If you do so, you must use 
  the new roll, and you can’t use this feature 
  again until you finish a long rest. 
  The Lucky Fool 
  Cunning Action 
  At 3rd level you gain cunning action. your 
  quick thinking and agility 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 only to take the Dash, Disengage, 
  or Hide action. 
  Countercharm 
  At 9th level, you gain the ability to use musical 
  notes or words of power to disrupt 
  mind-influencing effects. As an action, you 
  can start a performance that lasts until the 
  end of your next turn. During that time, you 
  and any friendly creatures within 30 feet of 
  you have advantage on saving throws against 
  being frightened or charmed. 
  A creature must be able to hear you to gain 
  this benefit. 
  The performance ends early if you are 
  incapacitated or silenced or if you voluntarily 
  end it (no action required). 
  Magical Secrets 
  By 15th level, you have plundered magical 
  knowledge from a wide spectrum of 
  disciplines. Choose two spells from any class, 
  including this one. A spell you choose must be 
  of a level you can cast, as shown on the 
  Harlequin table, or a cantrip. 
  The chosen spells count as Harlequin spells for 
  you and are included in the number in the 
  Spells Known column of the Harlequin table. 
  Harlequin Spells 
  1st Level 
  Bane 
  Charm Person 
  Chromatic Orb 
  Disguise Self 
  Dissonant Whispers 
  Faerie Fire 
  False Life 
  Feather Fall 
  Heroism 
  Hideous Laughter 
  Jump 
  Longstrider 
  Shield 
  Silent Image 
  2nd Level 
  Blindness/Deafness 
  Blur 
  Calm Emotions 
  Detect Thoughts 
  Enhance Ability 
  Enlarge/Reduce 
  Enthrall 
  Hold Person 
  Invisibility 
  Levitate 
  Locate Object 
  Mirror Image 
  Phantasmal Force 
  Scorching Ray 
  Spider Climb 
  
   
  10 
  3rd Level 
  Bestow Curse 
  Blink 
  Clairvoyance 
  Counterspell 
  Dispel Magic 
  Fear 
  Gaseous Form 
  Haste 
  Hypnotic Pattern 
  Major Image 
  Nondetection 
  Speak with dead 
  Speak with plants 
  Tongues 
  Vampiric Touch 
  4th Level 
  Black Tentacles 
  Compulsion 
  Confusion 
  Dimension Door 
  Freedom of Movement 
  Greater Invisibility 
  Locate Creature 
  Phantasmal Killer 
  Polymorph 
  Stoneskin 
  5th Level 
  Animate Objects 
  Cone of Cold 
  Dominate Person 
  Dream 
  Geas 
  Hold Monster 
  Planar Binding 
  Scrying 
  Seeming 
  Telekinesis 
   
  Muticlassing 
  You must have Dexterity and Charisma of 13 
  to multiclass. When muticlassing to Harlequin 
  you gain proficiency with disguise kit. 
  You may not take the same combat style 
  twice. 
   
  Mountain Defender 
  The gates to Dravenhold had been breached, 
  but the goblins had come as far as they would 
  for six dwarven warriors had drawn a line on 
  the ground that none would pass. Heir shield 
  wall was solid and the goblins knew it. For 
  them the safest thing was simply to retreat. 
  Racial Restrictions 
  Only a dwarf or a rock gnome may become a 
  mountain defender. 
  Building a mountain defender 
  Mountain defender is martial archetype that 
  can be taken at 3rd level instead of the ones 
  listed for the fighter in the core rules. 
  Twin Shield Fighting 
  At 3rd level, you gain a new combat style in 
  addition to the one gained at 1st level: Twin 
  shield fighting. 
  This allows you to wield two shields 
  simultaneously and may benefit from both 
  the shields’ armour class bonuses. 
  If you choose to use one of the shields as a 
  weapon and attack, you may not gain any 
  benefit to your armour class until your next 
  action. The shield is either a weapon or 
  armour. 
  Spiked Shield 
  At 3rd level, you also gain proficiency with the 
  spiked shield which is discussed later. 
  
   
  11 
   
  Defensive Stance 
  At 7th level, you gain defensive stance. You 
  must use a bonus action each round to 
  maintain the stance. If you do not move and 
  are not moved during your turn, and you are 
  wielding a shield in defence, you may add 
  your strength modifier to your armour class. 
  While in this stance, you may not add your 
  strength bonus to the damage of any attacks 
  you do and you have disadvantage on 
  dexterity saving throws. You also lose any 
  dexterity bonus to armour class. 
  Improved shield combat 
  At 7th level you also gain the ability to use a  
  shield in attack and defence, by using your 
  extra attack to reset your shield. 
  Terrain Mastery 
  You are particularly familiar with underground 
  terrain. At 10th level, you become adept at 
  travelling and surviving in Mountains and the 
  Underdark. 
  When you make an Intelligence or Wisdom 
  check related to your favoured terrain, your 
  proficiency bonus is doubled if you are using a 
  skill that you are proficient in. 
  While traveling for an hour or more in your 
  favoured terrain, you gain the following 
  benefits: 
  • Difficult terrain doesn’t slow your group’s 
  travel. 
  • Your group can’t become lost except by 
  magical means. 
  • Even when you are engaged in another 
  activity while traveling (such as foraging, 
  navigating, or tracking), you remain alert to 
  danger. 
  • If you are traveling alone, you can move 
  stealthily at a normal pace. 
  • When you forage, you find twice as much 
  food as you normally would. 
   • While tracking other creatures, you also 
  learn their exact number, their sizes, and how 
  long ago they passed through the area. 
  Improved twin shield fighting 
  At 15th level, if you are using two shields in 
  defence, you gain an additional +1 to your 
  armour class. 
  You may also choose to attack with both 
  shields as if the second shield was a light off-
  hand weapon. 
  When you use either shield to attack, you lose 
  your shield armour class bonus unless you 
  sacrifice an extra attack to reset the shield. 
   
  Line in the sand 
  At 18th level, you may draw a line in the sand 
  that others may not cross. To do this you must 
  use a bonus action to declare and mark the 
  line. 
  While defending the line, you may choose to 
  give your shield bonus to any adjacent ally 
  standing on the line. 
  You also gain extra resilience. At the start of 
  each of your turns, while holding the line, you 
  regain hit points equal to 5 + your 
  Constitution modifier if you have no more 
  than half of your hit points left. You don’t gain 
  this benefit if you have 0 hit points. 
   
   
   
  
   
  12 
  Town Crier 
  You are the one person in town who knows 
  everything and everyone. You have many 
  sources of information and many friends. You 
  deal in information. Some of it you give away 
  for free as you shout it to the roof tops, but 
  some of it, you sell at a very high price. 
  When you choose the background, think 
  about what sort of town or city your work in, 
  what areas you specialise in and why you 
  would walk away from that to go adventuring. 
  Skill Proficiencies:  Investigation, Insight 
  Languages: Two of your choice. 
  Equipment: A bottle of black ink, a quill, a 
  small knife, a broadsheet of news announcing 
  an event of great significance to you, a set of 
  fine clothes, a belt pouch containing 10 gp 
  Feature: News of the world. Upon arriving in 
  any city or town, you can quickly find contacts 
  and sources to identify key people and events. 
  Suggested Characteristics: Town criers really 
  focus at gathering information, doing 
  research, finding the facts and determining if 
  they are lies. A lot of what they learn, they 
  shout out for free. A few things are secrets 
  they sell, but a very few, very special facts 
  they keep for themselves. These are their 
  greatest treasures and often the reason for 
  adventuring. 
  D8 
  Personality Trait 
  1 
  I know a story relevant to almost every 
  situation. 
  2 
  Whenever I come to a new place, I collect 
  local rumors and spread gossip. 
  3 
  Nobody stays angry at me or around me 
  for long, since I can defuse any amount of 
  tension. 
  4 
  I love a good insult, even if directed at me. 
  5 
  Flattery is my preferred trick for getting 
  what I want. 
  6 
  There’s nothing I like more than a good 
  mystery. 
  7 
  I hate telling old news. 
  8 
  I’m willing to listen to all sides of an 
  argument before I judge anyone. 
   
  D6 
  Ideal 
  1 
  Creativity. The world is in need of new 
  ideas and bold action. (Chaotic) 
  2 
  Greed. I’m only in it for the money and 
  fame. (Evil) 
  3 
  Charity. I distribute the money I acquire to 
  the people who really need it. (Good) 
  4 
  Sincerity. There’s no good in pretending to 
  be something I’m not. (Neutral) 
  5 
  Generosity. My talents were given to me 
  so that I could use them to benefit the 
  world. (Good) 
  6 
  Logic. Emotions must not cloud our sense 
  of what is right and true, or our logical 
  thinking. (Lawful) 
   
  D6 
  Bond 
  1 
  I've been searching my whole life for 
  the answer to a 
  certain question. 
  2 
  I will always remember my first public 
  announcement 
  3 
  I would never publicly tell a lie 
  4 
  A proud noble once gave me a horrible 
  beating, and I will take my revenge on 
  any bully I encounter. 
  5 
  I wish my childhood sweetheart had 
  come with me to pursue my destiny. 
  6 
  Announcing the death of a loved one 
  was the hardest day of my life. I never 
  want to do that again. 
   
  D6 
  Flaw 
  1 
  Once I pick a goal, I become obsessed 
  with it to the detriment of everything 
  else in my life. 
  2 
  I can’t resist a pretty face. 
  3 
  I have a “tell” that reveals when I'm 
  lying. 
  4 
  I’ll do anything to win fame and 
  renown. 
  5 
  A scandal prevents me from ever 
  going home again. That kind of trouble 
  seems to follow me around. 
  6 
  Secretly, I believe that things would be 
  better if I were a tyrant lording over 
  the land. 
   
  
   
  13 
   
  New Weapon Options 
  A new weapon property has been added: Two handed thrown. These weapons can only be thrown 
  by a character in possession of the Two Handed Throw Ability. 
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Caber 
  10 gp 
  3d6 bludgeoning 
  25 lb 
  Heavy, two handed thrown (10/30) 
  Shot Put 
  2 gp 
  1d8 bludgeoning 
  5 lb 
  Heavy, thrown (15/45) 
  Chain Shot 
  5 gp 
  2d6 bludgeoning 
  16 lb 
  Heavy, two handed thrown (40/160), 
  reach 
  Large rock 
  - 
  1d10 bludgeoning 
  5 lb 
  Heavy, two handed thrown (10/30) 
  Battleaxe 
  10 gp 
  1d8 slashing 
  4 lb 
  Versatile (1d10), Two handed thrown 
  Morning Star 
  15 gp 
  1d8 piercing 
  4 lb 
  Two handed thrown (5/15) 
  Warhammer 
  15 gp 
  1d8 bludgeoning 
  2 lb 
  Versatile (1d10), two handed thrown 
  (10/30) 
  Shield 
  10 gp 
  1d4 bludgeoning 
  6 lb 
   
  Spiked Shield 
  20 gp 
  1d6 piercing 
  8 lb 
   
   
   
  Caber: Due to its size the caber is not particularly useful as an adventurer’s weapon, yet it can 
  produce massive damage on a successful hit. This weapon cannot be used as a melee weapon and 
  would be treated as an improvised weapon if it was. 
  Shot put: A heavy ball of metal favoured by orcs. This cannot be used as a melee weapon. 
  Chain Shot: In an attempt to increase the range of their shot, orcs 
  eventually added chains to then, so they could spin around and 
  release these deadly weapons. This can be used as a melee weapon, 
  but with reach. This should not be confused with a thrown hammer. 
  Large Rock: These come in a variety of shapes and sizes and can be 
  found in most environments. Getting one that is throwable may take 
  time though. 
  Standard weapons: Warhammer, Morningstar, Battleaxe are also 
  standard weapons that can be thrown by a character that possesses 
  the Two Handed Throw ability. If so thrown, they will do versatile 
  damage if that is available. 
  Spiked Shield: Can only be used by a character with the double 
  shield combat style. 
  Shield: Can only be used as a weapon by a character with the double 
  shield combat style. 
   
   
  
   
  14 
  Acknowledgements 
  With thanks to: 
   
  My play testers, who remain 
  anonymous for their own protection 
  (when I find rules that don’t balance I 
  always blame the play testers for not 
  spotting that) 
   
  Lord Zsezse Works for cover art 
   
  Roshan Pietersz for the Rats in the Rain 
  logo 
   
  Dias Ex Machina Games for the 5E logo  
   
  All other images from pixabay are 
  distributed royalty free. Please advise 
  immediately if this is not the case. 
   
  Wizards of the Coast for the SRD 5E 
  rules and OGL 
  OPEN GAME LICENSE  
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  15 
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  15. COPYRIGHT NOTICE Open Game License v 
  1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 Copyright 
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  Thompson, Peter Lee, James Wyatt, Robert J. 
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  END OF LICENSE 
   
   
   
   
  
   
   
   
   
   
   
   
  R503: Seekers of Fortune 
  Book 3 in a series of character options for the 5
  th Edition of the 
  world’s greatest role playing game 
  In this volume: 
   Harlequin 
   Master Thrower 
   Mountain Defender 
   Town Crier 
  There’s something for everyone! 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Rats in the Rain/Seekers of Fortune.pdf