So, I created a lvl 5 gloom stalker dart build with Sharpshooter for a shadowfell campaign. We encountered some creatures that were immune to non magical attacks. This brought up some interesting questions for me as I was unable to be effective.
I've seen all the multiclass builds for thrown weapons, but we are not multiclassing.
I was looking at magic darts and saw that magical ammunition loses it magic after it is used. I believe ammunition costs less because it's a consumable. So I was thinking this is going to cost lots to have magic darts that I throw that lose their magic all the time. Then I read the ammunition properties in weapons and it seems the dart is not classed as ammunition. I still think it's really hard to have a thrown weapon build in 5E when so many creatures are resistant to non magical attacks. There should be a glove or gauntlet of throwing. Granting a +1 to thrown weapons. This would be equivalent to a magical bow, shooting non magical ammunition, but counting as magical for reduction purposes.
Obviously having a party members help would be great for returning weapon or magically enhancing or familiar retrieving. But I'd like to not rely on others.
The only other thing I could think of would be the bracers of flying daggers being able to summon any thrown weapon or just one for darts. But these suggestions rely on a homebrew ruling.
Any one have any ideas or thoughts that I might be missing.
First option, I would talk to your DM about the spell Magic Stone and if allowed, take the Magic Initiate. Then you can carry around pouch of pebbles that you revert to in the event you need magical throwing items.
The other options is discussing with you DM on how to obtain +1 darts for your game. It is not game breaking to replace a +1 dagger or similar simple weapon on a treasure table with a belt of eight or so magical +1 darts.
But I have to ask, what is wrong with Bracer of Flying Daggers. Just describe the "daggers" as looking like the darts you prefer to use. There only difference between the dagger and dart is that the dagger is a melee weapon with light property, which the magical item eliminates. Darts and daggers are both have the finesse and thrown properties. if you DM allows it, that magical item is your answer. And if you need to homebrew something different then copy this item to change it from a "Bracer" to "Belt' or "Strap" and call the weapon types "Darts".
Yea thrown weapons are a bit problematic because you need so many of them. And finding/buying [item]Darts[/items]for 5 cp a piece (or [item]Darts[/items] for 2 gp) isn't a problem but finding/buying the magic version in bulk is, a DM have to really adjust a bit for a character to get 5 or more magic weapons before lvl 15+.
The only other thing I could think of would be the bracers of flying daggers being able to summon any thrown weapon or just one for darts. But these suggestions rely on a homebrew ruling.
I actually think this is a great idea. A "Bracers of Flying Darts" would be a simple fix that isn't game breaking even at the 5-8 level range. Probably shouldn't have them be +1 Darts until higher levels though.
The two things that come to mind are the Dwarven Thrower, though it’s very rare, and by RAW you need to be a dwarf, or the artificer’s Returning Weapon infusion.
If you are using the Critical Role sources there is a thrown weapon master feat that allows for thrown weapons to return to your hand, but only if you miss.
The difference has to do with there character build, darts have the rare combination of being both a thrown and ranged weapon allowing them to be paired off with the archery fighting style and the sharpshooter feat allowing for a +2 to to hit and the SS +10 to damage which can't be done with daggers RAW anyways. For their build, given they can't multiclass into artificer for the returning weapon infusion, homebrew is really their only option. Even then though I think your suggestion as a homebrew is a good one.
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So, I created a lvl 5 gloom stalker dart build with Sharpshooter for a shadowfell campaign. We encountered some creatures that were immune to non magical attacks. This brought up some interesting questions for me as I was unable to be effective.
I've seen all the multiclass builds for thrown weapons, but we are not multiclassing.
I was looking at magic darts and saw that magical ammunition loses it magic after it is used. I believe ammunition costs less because it's a consumable. So I was thinking this is going to cost lots to have magic darts that I throw that lose their magic all the time. Then I read the ammunition properties in weapons and it seems the dart is not classed as ammunition. I still think it's really hard to have a thrown weapon build in 5E when so many creatures are resistant to non magical attacks. There should be a glove or gauntlet of throwing. Granting a +1 to thrown weapons. This would be equivalent to a magical bow, shooting non magical ammunition, but counting as magical for reduction purposes.
Obviously having a party members help would be great for returning weapon or magically enhancing or familiar retrieving. But I'd like to not rely on others.
The only other thing I could think of would be the bracers of flying daggers being able to summon any thrown weapon or just one for darts. But these suggestions rely on a homebrew ruling.
Any one have any ideas or thoughts that I might be missing.
First option, I would talk to your DM about the spell Magic Stone and if allowed, take the Magic Initiate. Then you can carry around pouch of pebbles that you revert to in the event you need magical throwing items.
The other options is discussing with you DM on how to obtain +1 darts for your game. It is not game breaking to replace a +1 dagger or similar simple weapon on a treasure table with a belt of eight or so magical +1 darts.
But I have to ask, what is wrong with Bracer of Flying Daggers. Just describe the "daggers" as looking like the darts you prefer to use. There only difference between the dagger and dart is that the dagger is a melee weapon with light property, which the magical item eliminates. Darts and daggers are both have the finesse and thrown properties. if you DM allows it, that magical item is your answer. And if you need to homebrew something different then copy this item to change it from a "Bracer" to "Belt' or "Strap" and call the weapon types "Darts".
Yea thrown weapons are a bit problematic because you need so many of them. And finding/buying [item]Darts[/items]for 5 cp a piece (or [item]Darts[/items] for 2 gp) isn't a problem but finding/buying the magic version in bulk is, a DM have to really adjust a bit for a character to get 5 or more magic weapons before lvl 15+.
I actually think this is a great idea. A "Bracers of Flying Darts" would be a simple fix that isn't game breaking even at the 5-8 level range. Probably shouldn't have them be +1 Darts until higher levels though.
The two things that come to mind are the Dwarven Thrower, though it’s very rare, and by RAW you need to be a dwarf, or the artificer’s Returning Weapon infusion.
Ebberon has a magic prosthetic arm that launches the hand as a thrown weapon and it immediately returns after doing damage.
Artificers have a returning property they can infuse
The Dwarven thrower weapon also returns when thrown.
Glory of the giants also has an Elven thrower weapon
Something similar to this is what you need.
Thanks for all the great suggestions.
If you are using the Critical Role sources there is a thrown weapon master feat that allows for thrown weapons to return to your hand, but only if you miss.
The difference has to do with there character build, darts have the rare combination of being both a thrown and ranged weapon allowing them to be paired off with the archery fighting style and the sharpshooter feat allowing for a +2 to to hit and the SS +10 to damage which can't be done with daggers RAW anyways. For their build, given they can't multiclass into artificer for the returning weapon infusion, homebrew is really their only option. Even then though I think your suggestion as a homebrew is a good one.