DnD Darts are a little more than silverware. The militaristic dart was somewhere in size between an arrow and a spear.
The darts that we use for the game originated as something about 1/2 the size of an arrow. Don't get confused by the darts we use today for playing a game with the darts that were used historically as military equipment.
I don’t know much about historical weapons or their accuracy/inaccuracy in D&D but that is good to know. Some, like me, might not know the difference.
But since it is a d4 ranged weapon it is a good candidate for reflavoring into a non-standard D&D weapon, just for the mechanics. I guess you could also reflavor a dagger, but mechanically it’s a melee weapon with the thrown property. So if your monk wants to throw “shuriken” the dart is a good starting point despite the historical size.
Edit: I had kind of assumed they were about the size of a Jart, if you are old enough to remember those.
When I have to create a Monk, very often I feel almost obliged to choose the human variant race, clearly to take a feat. I recommend the "Mobile", or even better "Crusher" feat. At 5th monk level take 3 ranger levels for "Hunter mark" and "Druidic warrior" combat style for the spells "Create bonfire" and "Guidance". "Create bonfire" combined with "Crusher" feat and the open hands martial arts synnergy could have good results. (haven't tried yet). The spells the ranger offers are gold. "zephyr strike", "absorb elements", "black lotus assault",....
Too bad the ranger doesn't reload spells like warlocks do. That would be epic.
In the character builder AURORA I found this subclass for the ranger "NENTYAR HUNTER". If it wasn't a homebrew, I would always take the first 3 levels of this subclass to make a monk. The official ranger subclasses are also phenomenal. Hunter (Hunter's Prey), Gloom Stalker (Dread Ambushe and Umbral Sight), Monster Slayer (Hunter's Sense and Slayer's Prey), Fey Wanderer (Otherworldly Glamour, for charisma skills).
Fey Wanderer wouldn't be bad, because you could use wisdom for your Charisma skills and thus score higher in wisdom.
Otherworldly Glamour
Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
NENTYAR HUNTER The Nentyar archdruid of the Circle of Leth grants unique primal abilities to a special conclave of rangers in their employ. These rangers master a greater command of druidic and totemic powers. Using these gifts, the Nentyar Hunters, as they are called, root out evil that would threaten the forest and the natural order.
In Other Settings Outside the Forgotten Realms, these rangers are referred to as Wildheart Striders, named for their greater connection to the natural world. In worlds such as Eberron, these rangers serve the druids in the Eldeen Reaches. In Ravnica, these rangers might be guardians of the Selesnya Conclave’s guildhall, Vitu- Ghazi, or gifted scouts of the Gruul Clans. However you might choose to use them, these rangers are often considered champions of the primeval.
NENTYAR HUNTER MAGIC Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nentyar Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
NATURE’S GRACE You can leap, bound, dive, and swim gracefully through any environment. At 3rd level, you gain proficiency in Acrobatics, if you aren’t already proficient, and as long as you are not wearing armor heavier than light armor, and have at least one hand free, you have a climb and swim speed equal to your movement speed.
NATURE’S FURY When you access the primal powers granted to you through your spells, it invigorates your inner hunter. Starting at 3rd level, while you concentrate on a ranger spell, your movement speed increases by 10 feet, and you gain a bonus to weapon damage rolls equal to your proficiency bonus. Additionally, once per long rest you may change a normal hit from a weapon attack into a critical hit.
AGILITY OF THE WILD Starting at 7th level, you have resistance to the damage dealt by opportunity attacks. Also, when you provoke an opportunity attack, you can use your reaction to cause the opportunity attack to miss you, but you must choose to do so before the attack roll is made against you.
You can use this reaction a number of times equal to your Dexterity modifier (minimum of 1). You regain all expended uses of this feature when you finish a long rest.
MASTER OF THE HUNT You swiftly coordinate hunts to the utmost efficiency, ending them faster than they began. Beginning at 11th level, you have advantage on initiative rolls. Also, when you roll for initiative, every allied creature within 30 feet of you gains a bonus to their initiative rolls and weapon damage rolls during the first round of combat equal to your Wisdom modifier.
UNTAMED FEROCITY When challenged, you fearlessly strike back at all that would oppose you. Starting at 15th level, you can no longer be frightened.
Additionally, when a creature misses you with an attack, you can use your reaction to make an attack against the creature as long as it is within range of your weapon.
Then you have to look at all the bonuses you receive by taking 3 ranger levels. The first one is an extra skill with 3d10 life, spells and stuff (see below). All of these skills enrich your monk and give him usefulness outside of combat as well.
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Favored Foe (Optional)
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Natural Explorer
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Deft Explorer (Optional)
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus (Optional)
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Primal Awareness (Optional)
This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Through dedicated weapon you can use darts as monk weapons.
Dedicated Weapon (Optional)
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
Through dedicated weapon you can use darts as monk weapons.
Dedicated Weapon (Optional)
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
The weapon must be a simple or martial weapon.
You must be proficient with it.
It must lack the heavy and special properties.
By the way the ability is written you can only dedicate to one weapon, not weapon type. So you could use dedicated weapon on a dart but it would be one dart. Once thrown you have to retrieve it to use it again.
Through dedicated weapon you can use darts as monk weapons.
Dedicated Weapon (Optional)
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
The weapon must be a simple or martial weapon.
You must be proficient with it.
It must lack the heavy and special properties.
By the way the ability is written you can only dedicate to one weapon, not weapon type. So you could use dedicated weapon on a dart but it would be one dart. Once thrown you have to retrieve it to use it again.
You are right, but you must also understand that darts are a weapon that goes into a set. When you buy +1 darts, you don't just buy 1, you buy a set. For Simplicity you use the set as the base for the weapon. It's probably forcing the rules, but it would make sense to me.
Through dedicated weapon you can use darts as monk weapons.
Dedicated Weapon (Optional)
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
The weapon must be a simple or martial weapon.
You must be proficient with it.
It must lack the heavy and special properties.
By the way the ability is written you can only dedicate to one weapon, not weapon type. So you could use dedicated weapon on a dart but it would be one dart. Once thrown you have to retrieve it to use it again.
You are right, but you must also understand that darts are a weapon that goes into a set. When you buy +1 darts, you don't just buy 1, you buy a set. For Simplicity you use the set as the base for the weapon. It's probably forcing the rules, but it would make sense to me.
On the equipment table it lists Dart for 5cp. How many darts do you get for that 5cp? It doesn’t say anything about sets or how many per set from what I can see. Or am I missing it?
Through dedicated weapon you can use darts as monk weapons.
Dedicated Weapon (Optional)
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
The weapon must be a simple or martial weapon.
You must be proficient with it.
It must lack the heavy and special properties.
By the way the ability is written you can only dedicate to one weapon, not weapon type. So you could use dedicated weapon on a dart but it would be one dart. Once thrown you have to retrieve it to use it again.
You are right, but you must also understand that darts are a weapon that goes into a set. When you buy +1 darts, you don't just buy 1, you buy a set. For Simplicity you use the set as the base for the weapon. It's probably forcing the rules, but it would make sense to me.
On the equipment table it lists Dart for 5cp. How many darts do you get for that 5cp? It doesn’t say anything about sets or how many per set from what I can see. Or am I missing it?
That's why I wrote: "it's probably forcing the rules".
You must also think that the darts are a weapon that you buy normally in a set of at least 10 darts. In a fight you throw 2-3 darts per turn, basically the darts are like arrows and your arm is like the bow that shoots the dart. So according to a logic (maybe a bit forced) your arm is the weapon and the dart is simply the arrow. But I prefer to see it as if the set of darts were calculated as one weapon. Like I said, it's a personal interpretation. But since it's a game, you could always ask your game group if they allow you to use a set of darts as a single weapon.
In the rules you state that you are using a Sling and in the game role you state that they are darts.... Problem solved.
You actually gain because the Sling has a longer range.
Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
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I don’t know much about historical weapons or their accuracy/inaccuracy in D&D but that is good to know. Some, like me, might not know the difference.
But since it is a d4 ranged weapon it is a good candidate for reflavoring into a non-standard D&D weapon, just for the mechanics. I guess you could also reflavor a dagger, but mechanically it’s a melee weapon with the thrown property. So if your monk wants to throw “shuriken” the dart is a good starting point despite the historical size.
Edit: I had kind of assumed they were about the size of a Jart, if you are old enough to remember those.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
When I have to create a Monk, very often I feel almost obliged to choose the human variant race, clearly to take a feat. I recommend the "Mobile", or even better "Crusher" feat. At 5th monk level take 3 ranger levels for "Hunter mark" and "Druidic warrior" combat style for the spells "Create bonfire" and "Guidance". "Create bonfire" combined with "Crusher" feat and the open hands martial arts synnergy could have good results. (haven't tried yet). The spells the ranger offers are gold. "zephyr strike", "absorb elements", "black lotus assault",....
Too bad the ranger doesn't reload spells like warlocks do. That would be epic.
In the character builder AURORA I found this subclass for the ranger "NENTYAR HUNTER". If it wasn't a homebrew, I would always take the first 3 levels of this subclass to make a monk. The official ranger subclasses are also phenomenal. Hunter (Hunter's Prey), Gloom Stalker (Dread Ambushe and Umbral Sight), Monster Slayer (Hunter's Sense and Slayer's Prey), Fey Wanderer (Otherworldly Glamour, for charisma skills).
Fey Wanderer wouldn't be bad, because you could use wisdom for your Charisma skills and thus score higher in wisdom.
Otherworldly Glamour
Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
NENTYAR HUNTER
NENTYAR HUNTER
The Nentyar archdruid of the Circle of Leth grants unique primal abilities to a special conclave of rangers in their employ. These rangers master a greater command of druidic and totemic powers. Using these gifts, the Nentyar Hunters, as they are called, root out evil that would threaten the forest and the natural order.
In Other Settings
Outside the Forgotten Realms, these rangers are referred to as Wildheart Striders, named for their greater connection to the natural world. In worlds such as Eberron, these rangers serve the druids in the Eldeen Reaches. In Ravnica, these rangers might be guardians of the Selesnya Conclave’s guildhall, Vitu- Ghazi, or gifted scouts of the Gruul Clans. However you might choose to use them, these rangers are often considered champions of the primeval.
NENTYAR HUNTER MAGIC
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nentyar Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Nentyar Hunter Spells
Ranger Level Spell
3rd entangle
5th enhance ability
9th dispel magic
13th dominate beast
17th hold monster
NATURE’S GRACE
You can leap, bound, dive, and swim gracefully through any environment. At 3rd level, you gain proficiency in Acrobatics, if you aren’t already proficient, and as long as you are not wearing armor heavier than light armor, and have at least one hand free, you have a climb and swim speed equal to your movement speed.
NATURE’S FURY
When you access the primal powers granted to you through your spells, it invigorates your inner hunter. Starting at 3rd level, while you concentrate on a ranger spell, your movement speed increases by 10 feet, and you gain a bonus to weapon damage rolls equal to your proficiency bonus. Additionally, once per long rest you may change a normal hit from a weapon attack into a critical hit.
AGILITY OF THE WILD
Starting at 7th level, you have resistance to the damage dealt by opportunity attacks. Also, when you provoke an opportunity attack, you can use your reaction to cause the opportunity attack to miss you, but you must choose to do so before the attack roll is made against you.
You can use this reaction a number of times equal to your Dexterity modifier (minimum of 1). You regain all expended uses of this feature when you finish a long rest.
MASTER OF THE HUNT
You swiftly coordinate hunts to the utmost efficiency, ending them faster than they began. Beginning at 11th level, you have advantage on initiative rolls. Also, when you roll for initiative, every allied creature within 30 feet of you gains a bonus to their initiative rolls and weapon damage rolls during the first round of combat equal to your Wisdom modifier.
UNTAMED FEROCITY
When challenged, you fearlessly strike back at all that would oppose you. Starting at 15th level, you can no longer be frightened.
Additionally, when a creature misses you with an attack, you can use your reaction to make an attack against the creature as long as it is within range of your weapon.
Then you have to look at all the bonuses you receive by taking 3 ranger levels. The first one is an extra skill with 3d10 life, spells and stuff (see below). All of these skills enrich your monk and give him usefulness outside of combat as well.
Ranger
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Favored Foe (Optional)
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Natural Explorer
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
You choose additional favored terrain types at 6th and 10th level.
Deft Explorer (Optional)
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus (Optional)
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Primal Awareness (Optional)
This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Through dedicated weapon you can use darts as monk weapons.
Dedicated Weapon (Optional)
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
By the way the ability is written you can only dedicate to one weapon, not weapon type. So you could use dedicated weapon on a dart but it would be one dart. Once thrown you have to retrieve it to use it again.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
You are right, but you must also understand that darts are a weapon that goes into a set. When you buy +1 darts, you don't just buy 1, you buy a set. For Simplicity you use the set as the base for the weapon. It's probably forcing the rules, but it would make sense to me.
Or go way of kensai and choose darts as your ranged weapon.
On the equipment table it lists Dart for 5cp. How many darts do you get for that 5cp? It doesn’t say anything about sets or how many per set from what I can see. Or am I missing it?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
That's why I wrote: "it's probably forcing the rules".
You must also think that the darts are a weapon that you buy normally in a set of at least 10 darts. In a fight you throw 2-3 darts per turn, basically the darts are like arrows and your arm is like the bow that shoots the dart. So according to a logic (maybe a bit forced) your arm is the weapon and the dart is simply the arrow. But I prefer to see it as if the set of darts were calculated as one weapon. Like I said, it's a personal interpretation. But since it's a game, you could always ask your game group if they allow you to use a set of darts as a single weapon.
In the rules you state that you are using a Sling and in the game role you state that they are darts.... Problem solved.
You actually gain because the Sling has a longer range.
Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.