campaigns:latitude_history:lore:dart-mastery

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campaigns:latitude_history:lore:dart-mastery [2026/07/03 11:08] – Add first-mention links across Latitude history pages Seraphinacampaigns:latitude_history:lore:dart-mastery [2026/07/05 22:17] (current) – Remove internal planning sections from public pages Seraphina
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   * **Category:** Homebrew feat / martial technique.   * **Category:** Homebrew feat / martial technique.
-  * **Game details:** Kept on the DM-only companion page. 
  
-===== Lore =====+===== Details =====
  
-The feat grants the following benefits:.+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 ===== ===== Related Pages =====
  
-  * [[campaigns:latitude_history:characters:thorin-steinson|Thorin Steinson]]. +  * [[campaigns:latitude_history:characters:thorin-steinson|Thorin Steinson]] 
-  * [[campaigns:latitude_history:lore:aetherstone-dart|Aetherstone Dart]]. +  * [[campaigns:latitude_history:lore:aetherstone-dart|Aetherstone Dart]] 
-  * [[campaigns:latitude_history:lore:campaign-weapon-rulings|Campaign Weapon Rulings]]. +  * [[campaigns:latitude_history:lore:campaign-weapon-rulings|Campaign Weapon Rulings]] 
-  * [[campaigns:latitude_history:places:aetherstone-islands|Aetherstone Islands]] Atlantean Outpost.+  * [[campaigns:latitude_history:adventures:the-outpost-beneath-the-aetherstone-tree|The Outpost Beneath the Aetherstone Tree]]
  
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  • Last modified: 2026/07/03 11:08
  • by Seraphina