Is this homebrew Dartmaster class balanced compared to the other classes in the PHB?
Hit die: 1d10 per dartmaster level
Hit points at 1st level: 1d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dartmaster level after 1st
Armor: Light Armor, Medium Armor
Weapons: Darts, shortswords
Tools: Dart modification kit with 100 materials
Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Acrobatics, Nature, Arcana, Perception, and Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
(a) 30 darts and a dart modification kit (a) a shortsword and studded leather armor or (b) breastplate (a) a dungeoneer’s pack or (b) an explorer’s pack
You are proficient in using your darts as melee weapons. Your darts ignore half cover, get a -2 penalty for 3-quarters cover, and a -5 penalty for full cover.
You can use your dart modification kit to enhance your darts. Enhancing your darts takes 5 minutes per dart, and costs materials from you kit. Your kit regains 40 materials after a short rest and 160 after a long rest. Enhanced darts do 1d6 piercing damage unless otherwise stated.
Heavy Dart This dart gets a critical hit on a 19 or 20, and adds your intelligence modifier to damage. Costs 20 materials.
Charged Dart This dart does additional lightning damage on a hit equal to 1d4 + your intelligence modifier, and prevents the target from taking reactions until its next turn. Costs 20 materials.
Accurate Dart This dart has a range of 40/120 and adds your intelligence modifier to its attack roll. Cos
Subclasses: ----------- At level 2, choose between the dart mage and the dart slinger.
Speedy darts: ------------- You can make a dart attack as a bonus action.
Level 4: ASI, and at levels 8, 12, 16, and 19.
At level 5, you can choose to power throw a dart. This dart has advantage on its attack, and does a bonus 4d6 damage. You can only do this once per long rest.
At level 7, your darts return to you after you when they miss. Your kit regains 80 materials per short rest and 320 per long rest.
Improved Dart Mastery: ---------------------- At level 10 you gain +2 to all attack rolls made with darts.
Interrupting Dart: ----------------- At level 13, when a creature you see takes the dash, disengage, or use an object action, or takes the attack action on something or someone thats not you, or tries to cast a spell, you can use your reaction to make a dart attack against the creature. The creature must make a wisdom save or fail to perform that action. The DC for this saving throw is 8 + the damage dealt by the attack.
Improved Power Throw: --------------------- At level 15, the damage of your Power Throw increases to 4d10.
Dart Melee Master ------------------ At level 17, when making melee attacks with your darts, you can add your intelligence modifier to attack rolls and damage.
Death Dart ---------- At level 20, once per long rest, when a dart hits your target you can make them make a DC18 constitution saving throw or be killed as if by the disintegrate spell.
Dart Mage ========= When you choose this subclass at level 2, pick 2 imbuings from the list below. It takes an action to imbue a dart. You can pick 2 additional imbuings at levels 6, 9, 11, 14, and 18. Some imbuings have prerequisites. If an imbued dart requires a saving throw, the DC is 8 + your intelligence modifier + your proficiency bonus.
Force Dart: Cost: 30 materials. On a hit, your dart does an additional 4d4 damage distributed as you wish to creatures within 10 feet of the target (including the target).
Boom Dart: Cost: 20 materials. On a hit, the target takes an additional 2d4 thunder damage and must make a strength saving throw or fall prone.
Poison Dart Cost: 40 materials. On a hit, the target takes an additional 2d4 poison damage and must make a constitution saving throw or be poisoned for one minute.
Mind dart Cost: 20 materials. On a hit, the target must make a wisdom saving throw or take 2d4 psychic damage and have disadvantage on their next attack.
Prerequisite: level 6
Fire dart: Cost: 90 materials On a hit, every creature within 15 feet of the target must making a dexterity saving throw or take 6d6 fire damage.
Radiant dart: Cost: 60 materials On a hit, every creature within 50 feet you choose must make a constitution saving throw or take 4d6 radiant damage. Undead have disadvantage on this saving throw.
Barrier dart: Cost: 80 materials This dart does not require an attack roll. You can throw the dart and have it activate anywhere within its range. When it activates, it becomes a transparent barrier up to 20 feet in diameter. The wall has an AC of 15 and 30 hp. Enhanced Poison Dart Cost: 80 materials On a hit, the target must make a constitution saving throw or take 4d6 poison damage or be poisoned and blinded for one minute.
Prerequisite: Level 14
Stop Dart: Cost: 160 materials On a hit, the target must make a constitution saving throw or be paralyzed for a number of rounds equal to your intelligence modifier.
Energy Cylinder Dart: Cost: 160 materials On a hit, a cylinder of energy 30 feet in diameter and 100 feet long extends backwards from the target. Every creature in that cylinder must make a strength saving throw or take 2d10 bludgeoning damage and be knocked prone.
Duplicating Dart: Cost: 100 materials On a hit, the dart does an additional 1d8 force damage . Then, 2 more darts appear and attack as if they were thrown from the targets position. When darts miss, they disappear, but when they hit, hey produce two more. Prerequisite: level 18
Drain dart: Cost: 280 materials On a hit, target must make a constitution saving throw or have one ability score of your choice decrease to 8 for one minute.
Tiring dart: Cost: 300 materials On a hit, target must make a constitution saving throw or suffer 2 levels of exhaustion.
Ballistic Dart: Cost: 320 materials The dart's damage is increased to 8d6, and on a hit, it is an automatic critical.
Control Dart: Cost: 320 On a hit, the target must make a charisma saving throw or be under your total mental control until dispel magic of similar is used.
When you choose this subclass at level 2, you can throw 2 darts at once whenever you attack as an action, making two separate attack rolls either at one creature or at two creatures within 5 feet of each other.
At level 6, you can throw two darts at once during your bonus action attack as well.
At level 9, your bonus action dart attacks have advantage if all of your action dart attacks hit.
At level 11, you can throw three darts at once during your action attacks.
At level 14, you can attack twice whenever you take the attack action.
At level 18, you can throw three darts at once during your bonus action attacks.