Weapon
Rare
Mods
Grip
Haft
Head
Maneuvers
Feint - Make a shimmering motion with the Taiaha against an opponent in melee range as a Bonus Action to goad them into attacking more predictably. The target must make a Wisdom saving throw against a DC equal to 8 + Your Proficiency Bonus + Dexterity modifier or be fooled. If the target has failed their saving throw, when the target next attempts to attack you, you will automatically succeed on a Parry without needing to spend your Reaction.
Parry - When an opponent attempts to attack you in Melee range, you may use this weapon to attempt to intercept the attack by using your Reaction. Make an attack roll against the target, if your attack roll beats theirs, you Parry the attack and deflect the blow.
Riposte - On a successful Parry, you may attempt attack the target that attacked you by using your weapon.
Special Maneuvers
Forward Thrust - Step forward temporarily to strike a target within 10 feet of you for 2d8 AP II Bludgeoning damage as an attack. Doing so does not trigger an Opportunity Attack. Once you have stepped forward, you step back into your previous space.
Inflict Fear - With conviction in your chest, you unleash a mighty war cry. All targets within 15 feet of you must make a Wisdom saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength modifier or be Frightened until the end of your next turn. Against targets Frightened by this maneuver, you have advantage on your attack rolls. Once you have used this maneuver, you cannot use it again until you finish a Short or Long rest.
Leaping Kick - Use the weapon with both hands to propel yourself forwards up to 10 feet in a straight line to strike for 2d8 AP I Bludgeoning damage with your feet at a target you can see or sense as an attack. You will be moved to the new position within 5 feet of your target. Once you have used this maneuver, you must make a normal attack before you can use it again.
Low Strike - Swing the weapon at your opponent's legs as an attack to sweep them off their feet and knock them prone. The target must make a Constitution saving throw against a DC Equal to 8 + Your Proficiency Bonus + Strength or Dexterity modifier or be knocked prone. Once you have used this maneuver you must make a normal attack before you can use it again.
Sweeping Attack - Strike all targets in your sphere of influence for 1d8 AP I Bludgeoning damage as an attack. Every target within 5 feet of you must make a Dexterity saving throw against a DC Equal to 8 + Your Proficiency Bonus + Strength or Dexterity modifier or take damage. Once you have used this maneuver you must make a normal attack before you can use it again.
Upwards Strike - Swing one end of the weapon upwards to strike your target as an attack from below the chin, like an uppercut, reducing the target's attack modifier by a number equal to your Proficiency Bonus until the start of your next turn. Once you have used this maneuver, you must make a normal attack before you can use it again.
Special Properties
Armor Piercing II
Blunt Weapon - Does double the rolled damage to Poise.
Finesse
Magic Weapon - This weapon is enhanced through magic. It grants a +2 bonus to hit with your attack rolls. Striking a target that is normally resistant to physical damage with this weapon bypasses that resistance. Each attack deals an additional +2 damage. Undead targets take +4 damage. Inside an MEZ, this bonus does not apply.
Staggering - Upon making a successful attack, this weapon prevents a target from taking an Opportunity Attack until the start of your next turn
Walking Stick - Can be used to cross difficult terrain without penalty during travel on foot
Weight: 4
Handling: Versatile (2-handed or 1-handed)
A unique natural bludgeoning weapon infused with spiritual energies that bypass physical armor and deal magical damage. It is often adorned with vibrant feathers to confuse the opponent, sometimes fitted with a spearhead that can deal piercing damage. The body is referred to as the Tinana, the head of the weapon, often carved from volcanic rock, is referred to as the Upoko, and the main striking part is referred to as the Rau. Tangata spiritualists prefer this weapon to firearms.
| Type |
Damage |
Damage |
Range |
| Martial Melee |
4d8 |
Bludgeoning |
Melee |
Weight: 6lbs