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Rama-Uira Defensive Blinding Device Model R-001 in Dungeons & Dragons 5e

Dustriders

Rama-Uira Defensive Blinding Device Model R-001

Weapon

Common

Mods
  • Grip
  • Haft
  • Head
  •   Charges: 2x User's Proficiency Bonus   Maneuvers
  • Sparkblind - Spend a charge to unleash a 30 foot cone of blinding light and disorienting noise originating from where you stand as a Bonus Action. All targets, aside from yourself, inside the cone which can see or hear the device must make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity or Intelligence modifier (whichever is higher). On a failed save, a target is blinded and deafened until the end of your next turn. Successful saves are not affected.
  •   Special Maneuvers
  • Forward Thrust - Step forward temporarily to strike a target within 10 feet of you for 1d6 AP II Bludgeoning damage as an attack.
  • Leaping Kick - Use the quarterstaff with both hands to propel yourself forwards up to 10 feet in a straight line to strike for 2d4 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 quarterstaff 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 1d4 AP I Bludgeoning 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 quarterstaff 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
  • Passive Recharging - On finishing a Long rest, this weapon regains all of its charges. On finishing a Short rest, this weapon regains 2 charges.
  • 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
  •   Handling: Versatile (2-handed or 1-handed)

    A defensive stave-like weapon that blinds and dazzles hostile targets in a radius around the user using high-power LEDs and auditory disruptors in a radius when raised.

    Type Damage Damage Range
    Simple Melee 3d4 Bludgeoning Melee


    Weight: 2lbs


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