{"name":"Rama-Uira Defensive Blinding Device Model R-001","item_type":"Weapon","rarity":"Common","price":"","weight":"2lbs","properties":"[b]Mods[\/b]\r\n- Grip\r\n- Haft\r\n- Head\r\n\r\n\r\n[b]Charges:[\/b] 2x User's Proficiency Bonus\r\n\r\n[b]Maneuvers[\/b]\r\n- 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.\r\n\r\n\r\n[b]Special Maneuvers[\/b]\r\n- Forward Thrust - Step forward temporarily to strike a target within 10 feet of you for 1d6 AP II Bludgeoning damage as an attack.\r\n- 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.\r\n- 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.\r\n- 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.\r\n- 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.\r\n\r\n\r\n[b]Special Properties[\/b] \r\n- Armor Piercing II\r\n- Blunt Weapon - Does double the rolled damage to Poise.\r\n- Finesse\r\n- Passive Recharging - On finishing a Long rest, this weapon regains all of its charges. On finishing a Short rest, this weapon regains 2 charges.\r\n- Staggering - Upon making a successful attack, this weapon prevents a target from taking an Opportunity Attack until the start of your next turn\r\n- Walking Stick - Can be used to cross difficult terrain without penalty during travel on foot\r\n\r\n\r\n[b]Handling:[\/b] Versatile (2-handed or 1-handed)","description":"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.","armor_class":"","strength_requirement":"","weapon_subtype":"Simple Melee","weapon_damage":"3d4","weapon_secondary_damage":"","weapon_damage_type":"Bludgeoning","weapon_range":"Melee","attunement":"","source":"Dustriders","image_gallery_id":"","tags":"","isShared":"on","templateId":"2999","blockId":"1642052","world":"d5980cc3-bec4-49c7-949c-febefe22da42","folder":"97c8e0f0-63f4-4533-944d-953308f77a3a"}