Categories
Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Dart

Dungeons and Dragons – Mystara

Weapons Mastery – Dart

A small missile weapon, designed to fly such that a sharp, often weighted point will strike first.

  • 5E Stats – Ranged Simple Weapon, Costs 5 cp and has a weight of 1/4 lb.
  • Weapon Options: Chuul Ichor, Concealed Weapon, Deathtoad Toxin, Pinning Hit, Scorpion Venom, Wooziness Tonic

Weapons Mastery – Dart

  • Dart Attack: (Non-Proficient) + to hit, Thrown Range (-/50 ft), one target
    • Hit: 1d2+mod piercing.
  • Dart Attack: (Proficient) + to hit, Finesse, Thrown range (20/60 ft), one target
    • Hit: 1d4+mod piercing.
  • Dart Attack: (Skilled) + to hit, Finesse, Thrown range (25/70 ft), one target
    • Hit: 1d6+mod piercing.
    • (B) Extra Attack – Can use a bonus action to make one attack if you used attack action in the round with a one-handed weapon.
  • Dart Attack: (Expert) + to hit, Finesse, Thrown range (30/80 ft), one target
    • Hit: 2d4+mod piercing.
    • (B) Extra Attack – Can use a bonus action to make one attack if you used attack action in the round with a one-handed weapon.
    • (F) Extra Missile (+1) When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.
  • Dart Attack: (Master) + to hit, Finesse, Thrown range (35/90 ft), one target
    • Hit: 3d4+mod piercing.
    • (B) Extra Attack – Can use a bonus action to make one attack if you used attack action in the round with a one-handed weapon.
    • (F) Extra Missile (+2) When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.
  • Dart Attack: (Grand Master) + to hit, Finesse, Thrown range (40/100 ft), one target
    • Hit: 2d6+mod piercing.
    • (B) Extra Attack – Can use a bonus action to make one attack if you used attack action in the round with a one-handed weapon.
    • (F) Extra Missile (+3) When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.

Weapon Qualities – Dart

  • Base DC (+number): Some of the effects produced by weapons masters has a saving throw to resist. This saving throw is calculated as 8 plus the ability modifier used in the attack roll. This is sometimes increased as you gain skill with the weapon, gain the Weapon Mastery feat or the fighter archetype.
  • Extra attack: As a bonus action, an attack can be done with this weapon if you have already attacked with another one-handed weapon this round. The attack, unlike usual two weapon fighting, adds the ability bonus to damage if striking the same target. Otherwise this is treated as a Light weapon.
  • Extra Missile (Number of extra missiles): Some ranged weapon allow you to add an extra missile at the same target as a free action. When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.
  • Finesse: You can choose to use Strength or Dexterity with your attack. You also apply the same attribute to the damage.
  • Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Weapon Options – Dart

  • Chuul Ichor: A creature hit by a dart coated with this poison must make a Base DC Constitution saving throw. On a failure, it is paralyzed until the beginning of its next turn.
  • Concealed Weapon: You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon. As an action you can attack with a concealed weapon gaining advantage.
  • Deathtoad Toxin: A creature hit by a dart coated with this poison must make a Base DC Constitution saving throw. On a failure, it takes 2d6 poison damage.
  • Pinning Hit. When you make a melee or ranged attack with this weapon, you may attempt to pin a creature up to one size larger to a wall or surface by catching their clothing with the weapons edge or point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Strength saving throw vs your base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw.
  • Scorpion Venom: A creature subjected to this poison must make a Base DC Constitution saving throw at the beginning of each of its turns, taking 24 (7d6) poison damage on a failed saving throw, or half as much on a successful one. This poison lasts until the target succeeds on three saving throws or is magically cured.
  • Wooziness Tonic: A creature hit by a dart coated with this poison must make a Base DC Constitution saving throw. On a failure, it is poisoned until the end of its next turn.

Designing the Weapons Mastery

I have made the dart an interesting weapon allowing the user during a bonus action to toss more than one dart at the same target as they gain proficiency, adding an extra dice to the overall damage based on the first dart thrown.

I have also included poisons into the dart options as I thought they were a good fit.

Content Updates

  • 2021-08-05 – Updated the layout.
  • 2020-06-10 – Updated to Grand Master with new options
Weapons Mastery

Overview, Downtime for Weapons Mastery, Secret Craft: Weaponologist

Simple 1H or Versatile: Blackjack (or Sap), Cestus, Club (or torch), Dagger, Handaxe (or Tomahawk), Javelin, Lasso, Light Hammer, Mace, Quarterstaff, Sickle, Spear, Unarmed

Simple 2H: Greatclub, Scythe

Simple Ranged: Bola, Dart, Light Crossbow, Shortbow, Sling

Martial 1H or Versatile: Bastard Sword, Battleaxe, Flail, Lance, Longsword, Morningstar, Rapier, Scimitar, Shortsword, Spontoon, Trident, Warhammer, Warpick, Whip

Martial 2H: Bardiche, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Lochaber Axe, Maul, Partisan, Pike, Poleaxe, Ranseur, Spectum, Voulge

Martial Ranged: Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Longbow, Net

Martial Shield: Horned Shield, Knife Shield, Sword Shield, Throwing Shield, Tusked Shield

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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