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Dustriders

Hooksword

Weapon

Uncommon

Mods
  • Grip
  • Guard
  • Blade
  •   Special Maneuvers
  • Create an Opening - Bypass your target's defenses as a Bonus Action and reduce their Evasion (AC) by your Proficiency Bonus + Dexterity Modifier until the start of your next turn, the target must make a Dexterity Saving Throw against a DC equal to 8 + Your Proficiency Bonus + Strength or Dexterity Modifier or have their Evasion (AC) reduced. If the target has a shield equipped, they have disadvantage on their saving throw. You may use this maneuver once per turn.
  • Disarming Strike - As a Bonus Action after making a successful attack, you may attempt to force your opponent to drop their weapon. Your target must succeed on a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity Modifier or have their weapon flung to a point of your choosing within 10 feet.
  • Exploit the Opening - If you have used the 'Create an Opening' maneuver on this turn and the target failed their save, you may use this maneuver to give yourself Advantage and AP III for your next attack.
  • Feint - Make a shimmering motion with the weapon in your main hand 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.
  • Hook Pull - With the hooksword's tip, as an Attack action, you pull a chosen target within 10 feet towards you and to the ground while also puncturing where you struck. The target must make a Strength or Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity modifier. On a failed save, a target takes 1d8 AP IV Piercing damage, is pulled to an unoccupied space within 5 feet of you, and knocked prone.
  • Parry - When an opponent attempts to attack you in Melee range, you may use this weapon if it is in your main hand or offhand to attempt to intercept the attack and use your Reaction. Make an attack roll against the target, if your attack roll beats theirs, you parry the attack and deflect the blow. When you are wielding this weapon in each hand, you have Advantage on the Parry roll.
  • Riposte - On successful parry, you may attempt to attack the target that attacked you by using your main hand or offhand. You may also reposition by 5 feet when you successfully Riposte with this weapon, without provoking Opportunity Attacks.
  • Sweeping Strike - While wielding this weapon in each hand, you may use this maneuver. As an Attack action, you chain two hookswords together to strike a target within 10 feet of you using this technique, dealing 2d8 AP I Slashing damage.
  •   Special Properties
  • Armor Piercing II
  • Light
  • Hemhorraging - Targets struck by this weapon must make a Constitution saving throw against a DC equal to 8 + Proficiency Bonus + Strength Bonus or take 1d8 Bleed damage
  • Masterful Guard Stance - While wielding this weapon in each hand, you gain a +1 Bonus to your Evasion and you cannot be flanked.
  •   Handling: 1-handed

    A Reng-Shue design, the Hooksword is a cruel and unusual weapon with the ability to guard, deflect, and disarm. It is oriented towards controlling the fight and preventing an opponent who would otherwise have the reach advantage from striking the wielder.

    Type Damage Damage Range
    Martial Melee 3d8 Slashing Melee


    Weight: 3lbs


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