The idea for a writer to control a dart was pretty self-explanatory. The Trace the Path feature is a good way to deal ~10 possible extra damage to distant enemies, or manipulate lightweight things like a ball bearing in a puzzle.
---
The calligrapher's fine hand coordination and control make them surprisingly excellent wielders of darts. In the right hands, this dart flies exactly as planned, elegant and perfectly curved, even turning distant corners to strike targets far from the watchful gaze of guards.
---
Dart of Penmanship
Weapon (dart), rare (requires attunement by a character proficient with calligrapher's tools)
You can use this dart as calligrapher's tools to write. While attuned, you also double your proficiency bonus to ability checks made using calligrapher's tools. Creatures unaware of the dart's properties initially perceive it as a simple tool and can use an action to recognize its true purpose by succeeding on a DC 15 Intelligence (Arcana or Investigation) check.
Handwritten Line. When you make an attack roll with this magic dart against a target you can see, you have a +1 bonus to the attack roll and ignore half and three-quarters cover. Immediately after the dart hits or misses, it returns to your hand.
Trace the Path. While holding this dart, you can use a bonus action to magically trace out a predetermined path. This path can be up to 120 feet long with as many turns in any direction as you wish, and can pass through objects (though the dart cannot). When you use an action to release the dart, it flies along the predetermined path and can pass through openings as narrow as 1 inch wide. If the dart would hit a creature, you can make a ranged attack roll as normal; on a hit, you deal an extra 4d4 piercing damage and the dart stops. The dart also stops if it reaches the end of the path or hits an object heavier than 1 pound. When a dart stops, it returns to your hand. Once used, you can’t use it again until you finish a short or long rest.