Magic Dart, a strange magic that summons magical projectiles you can use to enhance your attacks.
Level 3
Arcane Contract.
Choose 2 Magic Dart Abilities. You can change 1 ability during a Safe Rest.
Magic Dart.
(1/round) Free Action: Convert 1 TotH charge to 1 Magic Dart (max 4, all lost when combat ends). You may expend darts to: gain +1d6 damage/dart expended OR use a Magic Dart Ability.
Level 7
Channel Arcana.
When you roll Initiative, choose one of: +1 Magic Dart OR advantage on the Initiative roll.
Enhanced Darts.
Your Magic Dart becomes +1d8 damage/dart.
Level 11
Extended Contract.
You can choose one more Magic Dart Ability.
Siphon Magic.
(1/turn) On Hit VS your quarry: +1 Magic Dart.
Level 15
Magic Lance.
(1/Safe Rest, creatures in Line 12, ignoring Covers) 2 Actions: Expend 4 darts and attack (does not miss). Targets suffer 4d10 damage and Vulnerable to ALL damage types until the end of your next turn, half on STR save (DC 10+WIL).
Magic Dart Abilities
Expend Magic Darts to use a Magic Dart Ability.
Inept Spells
Choose any 2 spells (cantrip or tier 1) from the Fire, Ice, or Lightning school; you can change these spells during a Safe Rest. Expend 1 dart to cast a cantrip or 2 darts to cast a tier 1 spell.
Dark Energy
1 Action: Expend 1 dart and make a Ranged attack against your quarry. The attack deals +LVL lightning damage and you are Charged. Expend 1 more dart to inflict for 1 round.
Dark Flame
1 Action: Expend 1 dart and make a Ranged attack against your quarry. The attack deals +LVL fire damage and the target is Smoldering. Expend 1 more dart to inflict one of: or Silenced, 1 round duration.
Arcane Blast
(Half range) 2 Actions: Expend 2 darts and make a Ranged attack against your quarry. On Hit: adjacent creatures suffer the same damage if they fail a DEX save (DC 10+WIL).
Contract Addendum
You no longer gain TotH charge when your quarry dies; +1 Magic Dart instead.
Flexible Darts
You can use Magic Darts for Thrill of the Hunt abilities.