====== Dart Mastery ====== {{ :campaigns:latitude_history:lore:dart-mastery.png?420|Dart Mastery}} Dart Mastery is a homebrew feat for characters who have practiced and analyzed darts beyond what most would think to try. ===== At a Glance ===== * **Category:** Homebrew feat / martial technique. ===== Details ===== The feat grants the following benefits: * Peerless aim, including arcing indirect shots, reduces any target's cover by one degree. * Targets behind full cover only gain the benefit of three-quarters cover, for +5 to AC. * Targets with three-quarters cover only gain the benefit of half cover, for +2 to AC. * Targets with half cover gain no cover benefit. * When the character scores a critical hit against a creature wielding a shield, that shield is damaged to the point that it is unusable. * The character can construct special darts that carry small amounts of liquid deployed when the dart lands. These liquids can include acid, alchemist's fire, holy water, oil, or poison. * Each special dart can hold only enough liquid to deal an additional 1d4 damage of the type normally dealt by that liquid. * The darts must be constructed using the corresponding tools or kits, and the materials needed must be provided. ===== Campaign Dart Ruling ===== This homebrew is intended to make darts, including plumbata-style darts, at least minimally viable. In these homebrew games, darts have a range of 40/160. All other dart rules remain the same unless another item or feature says otherwise. See [[campaigns:latitude_history:lore:campaign-weapon-rulings|Campaign Weapon Rulings]] for the broader campaign-wide dart and sling range rules. ===== Special Dart Crafting ===== Base special dart construction requires 1 gp worth of supplies per dart, such as lead and a specially constructed glass vial. This cost does not include the liquid payload. Up to ten darts may be created per hour of uninterrupted labor. Liquid payloads: * Acid: one vial of acid, worth 25 gp and normally dealing 2d6 damage, provides enough liquid for three darts that each deal an additional 1d4 acid damage. * Alchemist's fire: one flask, worth 50 gp, is enough for one dart. * Holy water: one flask, worth 25 gp, makes three darts. * Oil: one flask, worth 1 sp, provides enough oil to make five darts. The oil must be lit on fire to deal damage, and after it does so it is used up. * Poison: cost varies depending on the type; ask the DM for specifics. ===== Related Pages ===== * [[campaigns:latitude_history:characters:thorin-steinson|Thorin Steinson]] * [[campaigns:latitude_history:lore:aetherstone-dart|Aetherstone Dart]] * [[campaigns:latitude_history:lore:campaign-weapon-rulings|Campaign Weapon Rulings]] * [[campaigns:latitude_history:adventures:the-outpost-beneath-the-aetherstone-tree|The Outpost Beneath the Aetherstone Tree]]