As a Dart is both a Ranged and a Thrown Weapon, whilst also being able to be used as a melee weapon does this mean the following is possible?
Fighting Style 1
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.
Fighting Style 2
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Note: I believe because of this wording (weapon, not attack) this will work for both melee and ranged attacks.
Fighting Style 3
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Note: This is more up in the air as two-weapon fighting as a rule requires that they be melee weapons (but darts do have a melee damage stat). However, if this works, as two weapon fighting simply requires you make an attack, if you throw a dart, you should also still be able to use a bonus action attack to throw another dart.
Feat 1 (or 2 if a feat is used for Fighting Styles)
Sharpshooter: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage
Note: As the last point of sharpshooter switches to referring to a ranged weapon rather than attack, feasibly it could also be done in melee?
Feat 2
Dual Wielder: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Note: This is the most tentative of all of the decisions as this feat is really specific that it needs to be a melee weapon and I’m not sure if the humble Dart can be considered both melee and ranged.
However, if even some of this works there is a really interesting and strong build for thrown/dual wield Darts in the future. With the really cool thing being both hands can always have a dart in regardless of weather you attack ranged or melee.
An example of a 10th level build would be: Shino Aburame Echo Knight Fighter 6: Archery, Feat 1: Sharpshooter, Feat 2: Dual Wielder Swarmkeeper Ranger 4: Thrown Weapon Fighting, Feat 1: Fighting Initiate (Two-Weapon Fighting)
A Dart is a 'Simple Ranged Weapon', the Archery Fighting Style does not mention 'Ranged Attacks' but rather just that it needs to be an 'Attack Roll' with a 'Ranged Weapon'.
RAW, I agree with Cheeky_Hamster: It doesn't matter if you are using said ranged weapon for a ranged attack, it would still apply. I doubt this is RAI, but it is how I would read it at the table.
I would question whether you can use the dart with its main stats for a melee attack, though. You can't with a bow, for instance. I think I'd rule it has to be counted as an improvised weapon, thereby probably excluding your proficiency bonus, but I'm not certain.
Edit: reading further, I wouldn't allow the TWF stuff to work with darts, as they are specifically ranged weapons, and the TWF says it must be "a light melee weapon"
If it counts as an improvised weapon, does that mean the feat tax for this build is even higher, to also need Tavern Brawler?
But yeah I think essentially RAW you can combo Archery and Thrown Weapon Fighting. I am trying to have my cake and eat it to by trying to also include dual wielding in this for the free bonus action attack, ac boost and melee viability in addition to ranged.
Edit: Yeah, I think I agree with you Urth that the dual wielding part is a bit of a stretch. I’d be interested to see what other RAW, RAI and Sage Advice junkies say on the details
A Dart is a 'Simple Ranged Weapon', the Archery Fighting Style does not mention 'Ranged Attacks' but rather just that it needs to be an 'Attack Roll' with a 'Ranged Weapon'.
Yep Sposta, Handaxe doesn’t work. However, interestingly (and I skipped over this the first time) Nets would which could make for a really interesting build.
Now as Nets don’t actually deal damage, then I can’t see them getting the +12 damage from the new fighting style and sharpshooter. However, carrying nets in your other hand could allow you to chose to do 15ft range netting of enemies with +2 to hit and pulling as many nets out to use as you have attacks lv20 hasted fighter could net 9 enemies in a turn!
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
Yep Sposta, Handaxe doesn’t work. However, interestingly (and I skipped over this the first time) Nets would which could make for a really interesting build.
Now as Nets don’t actually deal damage, then I can’t see them getting the +12 damage from the new fighting style and sharpshooter. However, carrying nets in your other hand could allow you to chose to do 15ft range netting of enemies with +2 to hit and pulling as many nets out to use as you have attacks lv20 hasted fighter could net 9 enemies in a turn!
As a Dart is both a Ranged and a Thrown Weapon, whilst also being able to be used as a melee weapon does this mean the following is possible?
Fighting Style 2
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Note: I believe because of this wording (weapon, not attack) this will work for both melee and ranged attacks.
Fighting Style 3
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Note: This is more up in the air as two-weapon fighting as a rule requires that they be melee weapons (but darts do have a melee damage stat). However, if this works, as two weapon fighting simply requires you make an attack, if you throw a dart, you should also still be able to use a bonus action attack to throw another dart.
The issue is: Darts as Ranged Weapons do not have a melee damage stat, at least, not RAW. Making a melee attack with a ranged weapon is classed as an Improvised Weapon attack:
J.Crawford went over this, an attack where you are using a ranged weapon for a melee attack, the Ranged Weapon does not keep any of it's features, it becomes an improvised weapon.
Please clarify, where you got that it is also a Melee weapon?
Good points Bronze. To be honest, I was operating on a house rule that I hadn't realised I had adopted, which essentially made a dart also a dagger (my bad).
As an improvised weapon for a melee attack (which would then fairly obviously follow the dagger profile), yes with Tavern Brawler, you'd still get proficiency but it would cease to be both thrown and ranged and so lose the properties of the rest of the build. Additionally it would only be melee whilst attacking and so you wouldn't get the +1 ac which makes building around the whole Dual Wielding part of this build redundant... However...
Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
It would be a shame to not take advantage of the bonus action attack from two-weapon fighting in some way for some builds.
For the build that I gave an example of above (end of my original post) the bonus action would be more valuable used for the Echo stuff each turn anyway. So I'd happily have endless Darts in one hand and endless Nets in the other and just go to town teleporting around the battle-field throwing stuff and annoying people with bugs.
Yep Sposta, Handaxe doesn’t work. However, interestingly (and I skipped over this the first time) Nets would which could make for a really interesting build.
Now as Nets don’t actually deal damage, then I can’t see them getting the +12 damage from the new fighting style and sharpshooter. However, carrying nets in your other hand could allow you to chose to do 15ft range netting of enemies with +2 to hit and pulling as many nets out to use as you have attacks lv20 hasted fighter could net 9 enemies in a turn!
"Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make." from the PHB
Very cool idea, but it looks like the devs were one step ahead of us.
Dart throwing characters were overpowered in AD&D. I had a fighter once who was doing about 14 points with each of 6 attacks per round. Now I'm transferring him to 5e because of this.
Couldn't you throw three darts for every normal attack you were entitled to in AD&D? So a fighter with 2.5 attacks per round could hurl 7 or 8 darts every round.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Couldn't you throw three darts for every normal attack you were entitled to in AD&D? So a fighter with 2.5 attacks per round could hurl 7 or 8 darts every round.
Yes. He had grandmastery and a +3 returning dart that did extra cold damage. Then he ended up with a magic item that let him cast improved haste on himself for twice as many attacks per round.
Yep Sposta, Handaxe doesn’t work. However, interestingly (and I skipped over this the first time) Nets would which could make for a really interesting build.
Now as Nets don’t actually deal damage, then I can’t see them getting the +12 damage from the new fighting style and sharpshooter. However, carrying nets in your other hand could allow you to chose to do 15ft range netting of enemies with +2 to hit and pulling as many nets out to use as you have attacks lv20 hasted fighter could net 9 enemies in a turn!
"Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make." from the PHB
Very cool idea, but it looks like the devs were one step ahead of us.
Junior dev: "Sir! We've found a single build that might actually make nets useful and fun!"
This trap uses a trip wire to release a net suspended from the ceiling.
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and Restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 Hit Points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
As far as fighting style combinations go, the ones up for consideration are archery, thrown weapon fighting, dueling, and two weapon fighting. They can be broken up three ways:
Combinations that do not work at all (dueling + archery, archery + two weapon fighting, dueling + two weapon fighting).
Combinations that work with darts but not with other thrown weapons (archery + thrown weapon fighting).
Combinations that work with other thrown weapons but not with darts (dueling + thrown weapon fighting, thrown weapon fighting + two weapon fighting).
Dueling + archery: This does not work because dueling requires a melee weapon and archery requires a ranged weapon.
Archery + two weapon fighting: This does not work because two weapon fighting requires melee weapons and archery requires ranged weapons.
Dueling + two weapon fighting: This does not work because two weapon fighting requires a weapon in both hands and dueling requires a weapon in one hand but not the other. This combination is not relevant to our discussion, but I included it for completeness.
Archery + thrown weapon fighting: This works with darts because archery requires a ranged weapon and thrown weapon fighting requires a weapon with the thrown property. Darts are considered ranged weapons and they have the thrown property. It does not work with other thrown weapons such as handaxes or light hammers, because they are considered melee weapons and are therefore ineligible for archery.
Thrown weapon fighting + two weapon fighting: This does not work with darts because two weapon fighting requires melee weapons. Darts are considered ranged weapons and are therefore ineligible for two weapon fighting. However, this does still work with other thrown weapons such as handaxes or light hammers, because they are considered melee weapons and they have the thrown property.
Dueling + thrown weapon fighting: This does not work with darts because dueling requires a melee weapon. Darts are considered ranged weapons and are therefore ineligible for dueling. However, this does still work with other thrown weapons such as handaxes or light hammers, because they are considered melee weapons and they have the thrown property.
So, if you are using darts (which work with sharpshooter due to being ranged weapons), you'll want archery + thrown weapon fighting, but if you are using other thrown weapons (which do not work with sharpshooter), you'll want either dueling + thrown weapon fighting or thrown weapon fighting + two weapon fighting.
A rogue build may work with a net if you use a feat to gain crossbow expert feat. A net is a one handed weapon, and the feat interacts well with the net. The rogue spends its action to throw a net at a creature, without disadvantage if within 5ft because of the feat. Since the net being thrown is one handed, a bonus action may be spent to attack with a hand crossbow as per the crossbow expert feat. Since rogues don’t have the extra attack feature they don’t loose nearly as much when using a net in this way. In fact if the net successfully hits then it gives the rogue advantage and allows for sneak attack with that bonus action, and the net potentially stays in play long enough to benefit other party members.
I made a rogue with a fighter dip into battlemaster to allow for archery fighting style synergy and maneuver die like precision attack.
Let's talk logistics. In order to get two fighting styles up and running you'd want to go ranger/warrior and multi-class into warrior/ranger.
1st level: Fighter; for the starting gear, fighting style - Thrown weapon fighting and second wind to live longer
2nd level: Fighter; Action surge, more action. Guud.
3d level: Fighter; Archetype - Battle master. Mainly for Quick Toss
4th level: Fighter; Feat pick up, sharpshooter. You can use the maneuver Precision Attack to offset or nullify the -5 to hit from sharpshooter
5th level: Fighter; Second attack
After 5th level is reached, the fighter class does still have good things to offer, however 7th level is out of combat stuff and 9th level is just saving throw based. You'd have to get trough this for 10th level superiority dice which increase the D8 to a D10. And 11th level 3 attacks. I'd stop at 11th, but if you want you could go to 15th for Relentless however I don't think that's worth it. After 5th level I'd look at multi classing ranger.
6th level: Ranger, Optional features canny and favored foe can be useful here.
7h level: Ranger; Fighting style - Archery
8th level: Ranger; Archetype - this can be anything. I'd go for Hunter myself in order to get Colossus slayer
9th level: Ranger; ASI
After 9th level you could go back to Fighter so at level 15 you'd be F11/R4 and maybe round out with 5 levels of rogue for that 3d6 sneak attack damage.
I do feel that investing 9 levels into a multi-class to set up your base in order to have a +10 to hit and 1d4+6 damage with a dart is sub-optimal. With Sharpshooter and Quick Toss that becomes +5 to hit and 1d4, 1d8, +16 damage. (this example is based off 18 dexterity at level 9)
As a Dart is both a Ranged and a Thrown Weapon, whilst also being able to be used as a melee weapon does this mean the following is possible?
Fighting Style 1
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.
Fighting Style 2
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Note: I believe because of this wording (weapon, not attack) this will work for both melee and ranged attacks.
Fighting Style 3
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Note: This is more up in the air as two-weapon fighting as a rule requires that they be melee weapons (but darts do have a melee damage stat). However, if this works, as two weapon fighting simply requires you make an attack, if you throw a dart, you should also still be able to use a bonus action attack to throw another dart.
Feat 1 (or 2 if a feat is used for Fighting Styles)
Sharpshooter: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage
Note: As the last point of sharpshooter switches to referring to a ranged weapon rather than attack, feasibly it could also be done in melee?
Feat 2
Dual Wielder: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Note: This is the most tentative of all of the decisions as this feat is really specific that it needs to be a melee weapon and I’m not sure if the humble Dart can be considered both melee and ranged.
However, if even some of this works there is a really interesting and strong build for thrown/dual wield Darts in the future. With the really cool thing being both hands can always have a dart in regardless of weather you attack ranged or melee.
An example of a 10th level build would be:
Shino Aburame
Echo Knight Fighter 6: Archery, Feat 1: Sharpshooter, Feat 2: Dual Wielder
Swarmkeeper Ranger 4: Thrown Weapon Fighting, Feat 1: Fighting Initiate (Two-Weapon Fighting)
Fighting Style 2
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Note: I believe because of this wording (weapon, not attack) this will work for both melee and ranged attacks.
No, just ranged. It means that something like a handaxe would work with this, but not in melee.
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A Dart is a 'Simple Ranged Weapon', the Archery Fighting Style does not mention 'Ranged Attacks' but rather just that it needs to be an 'Attack Roll' with a 'Ranged Weapon'.
RAW, I agree with Cheeky_Hamster: It doesn't matter if you are using said ranged weapon for a ranged attack, it would still apply. I doubt this is RAI, but it is how I would read it at the table.
I would question whether you can use the dart with its main stats for a melee attack, though. You can't with a bow, for instance. I think I'd rule it has to be counted as an improvised weapon, thereby probably excluding your proficiency bonus, but I'm not certain.
Edit: reading further, I wouldn't allow the TWF stuff to work with darts, as they are specifically ranged weapons, and the TWF says it must be "a light melee weapon"
If it counts as an improvised weapon, does that mean the feat tax for this build is even higher, to also need Tavern Brawler?
But yeah I think essentially RAW you can combo Archery and Thrown Weapon Fighting. I am trying to have my cake and eat it to by trying to also include dual wielding in this for the free bonus action attack, ac boost and melee viability in addition to ranged.
Edit: Yeah, I think I agree with you Urth that the dual wielding part is a bit of a stretch. I’d be interested to see what other RAW, RAI and Sage Advice junkies say on the details
No, a Handaxe is a simple melee weapon, even when thrown.
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Yep Sposta, Handaxe doesn’t work. However, interestingly (and I skipped over this the first time) Nets would which could make for a really interesting build.
Now as Nets don’t actually deal damage, then I can’t see them getting the +12 damage from the new fighting style and sharpshooter. However, carrying nets in your other hand could allow you to chose to do 15ft range netting of enemies with +2 to hit and pulling as many nets out to use as you have attacks lv20 hasted fighter could net 9 enemies in a turn!
Yaasss!!!
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The issue is: Darts as Ranged Weapons do not have a melee damage stat, at least, not RAW. Making a melee attack with a ranged weapon is classed as an Improvised Weapon attack:
J.Crawford went over this, an attack where you are using a ranged weapon for a melee attack, the Ranged Weapon does not keep any of it's features, it becomes an improvised weapon.
Please clarify, where you got that it is also a Melee weapon?
Good points Bronze. To be honest, I was operating on a house rule that I hadn't realised I had adopted, which essentially made a dart also a dagger (my bad).
As an improvised weapon for a melee attack (which would then fairly obviously follow the dagger profile), yes with Tavern Brawler, you'd still get proficiency but it would cease to be both thrown and ranged and so lose the properties of the rest of the build. Additionally it would only be melee whilst attacking and so you wouldn't get the +1 ac which makes building around the whole Dual Wielding part of this build redundant... However...
Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
It would be a shame to not take advantage of the bonus action attack from two-weapon fighting in some way for some builds.
For the build that I gave an example of above (end of my original post) the bonus action would be more valuable used for the Echo stuff each turn anyway. So I'd happily have endless Darts in one hand and endless Nets in the other and just go to town teleporting around the battle-field throwing stuff and annoying people with bugs.
"Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make." from the PHB
Very cool idea, but it looks like the devs were one step ahead of us.
Dart throwing characters were overpowered in AD&D. I had a fighter once who was doing about 14 points with each of 6 attacks per round. Now I'm transferring him to 5e because of this.
I have a weird sense of humor.
I also make maps.(That's a link)
Couldn't you throw three darts for every normal attack you were entitled to in AD&D? So a fighter with 2.5 attacks per round could hurl 7 or 8 darts every round.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Yes. He had grandmastery and a +3 returning dart that did extra cold damage. Then he ended up with a magic item that let him cast improved haste on himself for twice as many attacks per round.
I have a weird sense of humor.
I also make maps.(That's a link)
Ouch, that's some serious pain.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Junior dev: "Sir! We've found a single build that might actually make nets useful and fun!"
Senior dev: "Shut it down."
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Yeah, it seem that the only useful way to use a Net is still as a trap (which I do do)
Falling Net
Mechanical trap
This trap uses a trip wire to release a net suspended from the ceiling.
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and Restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 Hit Points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.
As far as fighting style combinations go, the ones up for consideration are archery, thrown weapon fighting, dueling, and two weapon fighting. They can be broken up three ways:
Dueling + archery: This does not work because dueling requires a melee weapon and archery requires a ranged weapon.
Archery + two weapon fighting: This does not work because two weapon fighting requires melee weapons and archery requires ranged weapons.
Dueling + two weapon fighting: This does not work because two weapon fighting requires a weapon in both hands and dueling requires a weapon in one hand but not the other. This combination is not relevant to our discussion, but I included it for completeness.
Archery + thrown weapon fighting: This works with darts because archery requires a ranged weapon and thrown weapon fighting requires a weapon with the thrown property. Darts are considered ranged weapons and they have the thrown property. It does not work with other thrown weapons such as handaxes or light hammers, because they are considered melee weapons and are therefore ineligible for archery.
Thrown weapon fighting + two weapon fighting: This does not work with darts because two weapon fighting requires melee weapons. Darts are considered ranged weapons and are therefore ineligible for two weapon fighting. However, this does still work with other thrown weapons such as handaxes or light hammers, because they are considered melee weapons and they have the thrown property.
Dueling + thrown weapon fighting: This does not work with darts because dueling requires a melee weapon. Darts are considered ranged weapons and are therefore ineligible for dueling. However, this does still work with other thrown weapons such as handaxes or light hammers, because they are considered melee weapons and they have the thrown property.
So, if you are using darts (which work with sharpshooter due to being ranged weapons), you'll want archery + thrown weapon fighting, but if you are using other thrown weapons (which do not work with sharpshooter), you'll want either dueling + thrown weapon fighting or thrown weapon fighting + two weapon fighting.
A rogue build may work with a net if you use a feat to gain crossbow expert feat. A net is a one handed weapon, and the feat interacts well with the net. The rogue spends its action to throw a net at a creature, without disadvantage if within 5ft because of the feat. Since the net being thrown is one handed, a bonus action may be spent to attack with a hand crossbow as per the crossbow expert feat. Since rogues don’t have the extra attack feature they don’t loose nearly as much when using a net in this way. In fact if the net successfully hits then it gives the rogue advantage and allows for sneak attack with that bonus action, and the net potentially stays in play long enough to benefit other party members.
I made a rogue with a fighter dip into battlemaster to allow for archery fighting style synergy and maneuver die like precision attack.
Let's talk logistics. In order to get two fighting styles up and running you'd want to go ranger/warrior and multi-class into warrior/ranger.
After 5th level is reached, the fighter class does still have good things to offer, however 7th level is out of combat stuff and 9th level is just saving throw based. You'd have to get trough this for 10th level superiority dice which increase the D8 to a D10. And 11th level 3 attacks. I'd stop at 11th, but if you want you could go to 15th for Relentless however I don't think that's worth it. After 5th level I'd look at multi classing ranger.
After 9th level you could go back to Fighter so at level 15 you'd be F11/R4 and maybe round out with 5 levels of rogue for that 3d6 sneak attack damage.
I do feel that investing 9 levels into a multi-class to set up your base in order to have a +10 to hit and 1d4+6 damage with a dart is sub-optimal. With Sharpshooter and Quick Toss that becomes +5 to hit and 1d4, 1d8, +16 damage. (this example is based off 18 dexterity at level 9)
Its not the best but it can be done.