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Hunter— Keeper of the —Magic Dart

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 + 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 + 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 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.