You have practiced and analyzed darts beyond what most would even think to try. Because of this you gain the following benefits:
- Your peerless aim, including arcing indirect shots, means that you reduce any target's cover by one degree.
- When you score a critical hit against a creature wielding a shield, that shield gets damaged to the point that it is unusable.
- You have learned how to construct special darts that can carry small amounts of liquid that get deployed when the dart lands. These liquids can include acid, alchemist's fire, holy water, oil, or poison. Each dart can only hold enough liquid to deal an additional 1d4 of damage of the type normally done by the particular liquid. The darts must be constructed using the corresponding tools or kits, and the materials needed must also be provided.
Targets behind full cover only gain the benefit of three-quarters cover (+5 to AC), those with three-quarters cover only gain the benefit of half cover (+2 to AC), and those with half cover get no cover benefit.
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Posted Oct 14, 2022This is an attempt to make the use of darts (i.e. plumbata) at least minimally viable. For my homebrew games I rule that darts have a range of 40/160, but I keep everything else the same.
As far as creating special darts, I figure the following makes sense.
Base dart: One gold piece worth of supplies (lead, specially constructed glass vial, etc) is the cost not including the liquid. Up to ten darts may be created per hour of uninterrupted labor.
Acid: One vial of acid (25 GP, 2d6 damage) provides enough liquid for 3 darts that do an additional 1d4 acid damage.
Alchemist's Fire: One flask (50 GP) is just enough for one dart.
Holy Water: One flask (25 GP) makes 3 darts.
Oil: One flask (1 SP) provides enough oil to make 5 darts. Note that the oil must be lit on fire to do any damage, and after it does so it is used up.
Poison: The cost varies depending on the type, ask your DM for specifics.