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 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.
