Yes Darts, they are both ranged and thrown weapons which makes them amazing.
So you wanna throw darts huh? You're in the right place.
First off you want to grab your trusty human variant, and take the feat Fighting Initiate: Archery for the trust +2 to hit for ranged attack rolls.
Then you take fighter and you take the fighting style Thrown Weapon Fighting which gives your thrown weapons +2 to damage for thrown attacks.
Next stop is level 3 where you take Battlemaster and pick up the Quick Toss maneuver, I recommend also taking Precision Attack and Disarming Attack.
**Special Note: If you use a net with this you can quick toss the net as a bonus action(Link to Sage Advice Ruling) and still throw darts with your attack actions.
Level 4 you pick up the Sharpshooter Feat and make your darts really hurt. (1d4+12 minimum damage as long as you have a least a 0 on your ability score, but why would you?)
Level 5 you get extra attack. That's twice the darts. If you use your Attack, Bonus Action Quick Toss, Attack, Action Surge, Attack, Attack, that's 5d4+60 potential damage from darts!
Did I mention you can use a shield, 'cause you only need a single hand for darts? +2 AC and Darts baby!
Anywhere you go from here is purely flavor. Take Ranger to 3 for gloomstalker, another attack on the first turn in combat and extra damage with hunters mark etc. Take Artificer to 3 for Armorer and use your lightning with bonus to range and returning darts. Take Rogue for some sweet sweet sneak attack dice. Take fighter for more ASIs or Feats. Whatever you do just know that your DM is probably trying to figure out if you're breaking any rules.
I strongly recommend Dex > Con > Str (anything else is dependent on your plans after 5 and how you want to play the character. Even Str can be dumped if you want to focus purely on the darts.)
It ultimately depends on how exactly you'd want to do it. Fighter 11+ is primarily a gatling-gun setup, while a rogue setup is the original 5e dart build.
My personal favorite is a BM fighter 12/kensei monk 8. Although darts are more of a backup to javelins here (thrown weapon and dueling styles), you can easily carry 10+ darts in a belt pouch and have several pouches on at any given time. Tack on Sharpshooter to use javelins for distance and darts for raw power! Kensei 6+ makes the darts magical; I doubt many DMs will be handing out bundles of +1 darts, especially ones using modules.
It ultimately depends on how exactly you'd want to do it. Fighter 11+ is primarily a gatling-gun setup, while a rogue setup is the original 5e dart build.
My personal favorite is a BM fighter 12/kensei monk 8. Although darts are more of a backup to javelins here (thrown weapon and dueling styles), you can easily carry 10+ darts in a belt pouch and have several pouches on at any given time. Tack on Sharpshooter to use javelins for distance and darts for raw power! Kensei 6+ makes the darts magical; I doubt many DMs will be handing out bundles of +1 darts, especially ones using modules.
Honestly with an efficient quiver the Javelin is pure fire with this build too.
Interestingly enough, darts are also eligible for the defensive duelist feat because they also have the finesse property. Not that it makes or breaks a build by any means, but it's a nice option to have.
Interestingly enough, darts are also eligible for the defensive duelist feat because they also have the finesse property. Not that it makes or breaks a build by any means, but it's a nice option to have.
Lol i didnt even think of that, and it makes me laugh thinking about it.
Thanks for the shoutout Cheeky_Hamster. I remember when you mentioned darts and my head started rolling. I still love the Yondu build.
Unless your DM is going to tailor a magic item drop to your needs, I think a 2 level dip into artificer (again, Cheeky_Hamster brilliance) is pretty dang important to a dart throwing battlemaster. Much more so than a ranger dip or anything else. Getting past non-magical resistance is going to be a problem and a returning weapon is the cleanest solution.
Yes Darts, they are both ranged and thrown weapons which makes them amazing.
So you wanna throw darts huh? You're in the right place.
Did I mention you can use a shield, 'cause you only need a single hand for darts? +2 AC and Darts baby!
Anywhere you go from here is purely flavor. Take Ranger to 3 for gloomstalker, another attack on the first turn in combat and extra damage with hunters mark etc. Take Artificer to 3 for Armorer and use your lightning with bonus to range and returning darts. Take Rogue for some sweet sweet sneak attack dice. Take fighter for more ASIs or Feats. Whatever you do just know that your DM is probably trying to figure out if you're breaking any rules.
I strongly recommend Dex > Con > Str (anything else is dependent on your plans after 5 and how you want to play the character. Even Str can be dumped if you want to focus purely on the darts.)
Link to the Level 3 Version
|| Sol Night-Arrow, Tabaxi Ranger ||
||Currently DMing a Homebrew Campaign ||
Guides or Important Threads of Mine ----- || List of ALL Official Familiars || My Homebrew Monsters ||
Level 3 One Shot Character Concepts ----- || Fist of the Gods || Triple Tap Hunter || Bullseye Dartmaster || Captain America ||
^^^Those are Links BTW^^^
It ultimately depends on how exactly you'd want to do it. Fighter 11+ is primarily a gatling-gun setup, while a rogue setup is the original 5e dart build.
My personal favorite is a BM fighter 12/kensei monk 8. Although darts are more of a backup to javelins here (thrown weapon and dueling styles), you can easily carry 10+ darts in a belt pouch and have several pouches on at any given time. Tack on Sharpshooter to use javelins for distance and darts for raw power! Kensei 6+ makes the darts magical; I doubt many DMs will be handing out bundles of +1 darts, especially ones using modules.
Honestly with an efficient quiver the Javelin is pure fire with this build too.
|| Sol Night-Arrow, Tabaxi Ranger ||
||Currently DMing a Homebrew Campaign ||
Guides or Important Threads of Mine ----- || List of ALL Official Familiars || My Homebrew Monsters ||
Level 3 One Shot Character Concepts ----- || Fist of the Gods || Triple Tap Hunter || Bullseye Dartmaster || Captain America ||
^^^Those are Links BTW^^^
Interestingly enough, darts are also eligible for the defensive duelist feat because they also have the finesse property. Not that it makes or breaks a build by any means, but it's a nice option to have.
Lol i didnt even think of that, and it makes me laugh thinking about it.
|| Sol Night-Arrow, Tabaxi Ranger ||
||Currently DMing a Homebrew Campaign ||
Guides or Important Threads of Mine ----- || List of ALL Official Familiars || My Homebrew Monsters ||
Level 3 One Shot Character Concepts ----- || Fist of the Gods || Triple Tap Hunter || Bullseye Dartmaster || Captain America ||
^^^Those are Links BTW^^^
If you want to get caught up on a discussion about this here are a couple of threads:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/tips-tactics/88177-tasha-has-enabled-a-dart-throwing-build
https://www.dndbeyond.com/forums/class-forums/fighter/90180-thrown-weapon-battle-master
Thanks for the shoutout Cheeky_Hamster. I remember when you mentioned darts and my head started rolling. I still love the Yondu build.
Unless your DM is going to tailor a magic item drop to your needs, I think a 2 level dip into artificer (again, Cheeky_Hamster brilliance) is pretty dang important to a dart throwing battlemaster. Much more so than a ranger dip or anything else. Getting past non-magical resistance is going to be a problem and a returning weapon is the cleanest solution.