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Dustriders

Rope Dart

Weapon

Uncommon

Mastery Archetype: Dagger, Flail, or Thrown Blade   Mods
  • Blade
  • Chain/Rope
  •   Maneuvers
  • Carry the Momentum - If you miss the target with an Attack roll, you can bring the weapon back around and make another attempt at an Attack for 1d8 AP I Piercing damage, once per turn.
  • Full Body Strike - Once per turn, you may add your Unarmed attack damage to your Rope Dart's damage by launching the dart with a kick, bypassing an opponent's Armor Grade. If you use this maneuver, you may not use the Winding Fang maneuver.
  • Redirect Momentum - If an opponent attempts to attack you in melee, you may attempt to redirect their attack. As a Reaction, make an Attack roll against theirs. If your Attack roll beats their roll, you redirect their attack and take no damage, you reposition up to 5 feet in a direction of your choosing without provoking Opportunity Attacks, and the target stumbles forwards 5 feet in a straight line towards where you were once standing and falls Prone.
  • Winding Fang - As a Bonus Action, you wind up for your next Rope Dart attack on your turn. Add 5 feet of reach, increasing the distance to 20 feet. On a successful attack with the Rope Dart, you deal an additional 1d8 Piercing damage and automatically Hemorrhage an opponent.
  •   Special Maneuvers
  • Disarming Strike - After making a successful attack, you can spend a Bonus Action to attempt to force a weapon out of the target's hands. The target must succeed on a Dexterity saving throw against a DC equal to 8 + Your Proficiency Bonus + Your chosen Ability Modifier or be disarmed. You may use this maneuver once per Short or Long rest.
  • Repeat Strikes - As an Action, make a number of attacks equal to either your Dexterity or Strength modifier, each dealing 2d8 AP I Piercing damage. If two or more attacks succeed, the target automatically fails its hemorrhaging saving throw and you have advantage on any remaining attacks with this maneuver. You may use this maneuver once per Short or Long rest.
  •   Special Properties
  • Armor Piercing II
  • Finesse
  • Hemorrhaging - Upon making a successful attack with the Rope Dart end of the weapon, a target must make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity or Strength modifier (whichever was used for the attack), or take 1d8 Bleed damage.
  • Multiple Attack Types
  • Reach - This weapon adds 10 feet instead of the usual 5 to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
  • Utility Grab - Can be used to grab onto objects up to 15 feet away and use them or swing from them.
  •   Weight: 2   Handling: 2-Handed

    A weapon requiring tremendous skill to operate, the rope dart is yet another unconventional flexible Reng Shue design. Its main method of attack revolves around utilizing angular momentum and carefully-timed releases to launch a weighted, symmetrical dagger at greater ranges than other melee weapons. It doesn't provide as strong piercing capabilities as other implements, but the range of attacks it can make and the flourishes create a hard-to-evade blade. The updated design utilizes a synthetic paracord for better tensile strength and a tungsten-tipped dart to improve penetration capabilities. In some scenarios, the blade itself can be used like a dagger.

    Type Damage Damage Range
    Martial Melee 3d8 Piercing Piercing Melee, Reach of 15ft.


    Weight: 2lbs


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