Throwing Rules
Rules for throwing improvised weapons and grenades.
Standard Thrown weapons
According to the 2024 if a weapon has the Thrown feature an Attack Roll is made in order to determine if you hit the target, on the item card it lists the short and long range and you add your Proficiency Bonus when you're proficient with the weapon.On modern weapons, grenades work up to 60 ft and trigger a Dexterity Saving Throw for half damage but I'm introducing alternative rules that determine if you hit the point you're aiming for.
Improvised weapons
If the item lacks the Thrown feature it defaults to 20/60 for the range and you never add your Proficiency Bonus. It does 1d4 on hit and you can add your Strength modifier to the Damage Rolls. You also add extra range to the thrown weapon as explained below at the section 'Strength bonus'.Grenade throwing
Bombs and Grenades although designed for throwing do not target creatures directly but rather are aimed at a 5' square. By default they have a 20/60 range and within 20' they hit the square automatically.When aiming for long range you need to make an Attack Roll against a DC15, for every 5 points, rounded down, lower than a 15 your projectile move 5' in a random direction which is determined by rolling a d8. For example, you rolled a modified 7 on the Attack your grenade misses by 10' and on rolling a d8 you roll a 2 then it move diagonally up by 2 squares and explodes.
In some special circumstances it bounces off objects or comes up short or goes over the target when space doesn't allow random directions.
With the Grenadier feat you ignore the long range penalty and always hit the intended square.
Strength bonus to range
You can add your Strength bonus to the long range modifier for Throwing. Every point of your modifier adds 5 ft. so +1 is 5 ft extra and +5 is 25 ft extra.
Type
Natural
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