Dustriders

Courser Blade

Adventuring Gear

Uncommon

Mods (Placeholder)
  • Blade
  • Grip
  • Power Source
  •   Charges: 2x Your Proficiency Bonus   Special Maneuvers
  • Counterattack - On a successful parry, if you are wielding a 1-handed melee or ranged weapon in your main hand, you may attempt attack the target that attacked you with it.
  • 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.
  • 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 a single attack.
  • Parry - When an opponent attempts to attack you in Melee range, you may draw this weapon 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. This enables the Counterattack maneuver.
  • Plasma Ignition - As a Bonus Action, activate the Courser Blade's plasma edge. You may deactivate the plasma edge as a Free Action. Each successful attack made with this weapon while Plasma Ignition is active consumes one charge and deals an additional 1d8 Fire and 1d8 Lightning damage.
  • Plasma Wave - While the Courser Blade's plasma edge is active, you may use this maneuver. As an Attack action, unleash a Plasma Wave by expending 2 charges, dealing 2d8 Fire and 2d8 Lightning damage in a 15 foot cone. Any targets in the Plasma Wave's area of effect must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity modifier. On a failed save, a target takes the rolled damage and is ignited if they are flammable. If ignited, the affected target is afflicted with the Burning condition and takes 1d8 Fire damage at the start of each of their turns or until the condition ends. On a successful save, the target only takes half damage. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
  •   Special Properties
  • Armor Piercing I
  • Finesse
  • Light
  • Offhand Guard - This weapon's sheath is built with durable, heat-resistant materials and can be used as a guard. If the Courser Blade is in your main hand and the sheath is in your offhand, you may perform a parry with advantage.
  • Passive Recharging - On finishing a Long rest, this weapon regains all of its charges.
  • Sundering I
  •   Handling: 1-Handed

    A Drakaan melee weapon that emits superheated plasma along its edge, meant to defeat even the toughest armor while simultaneously incinerating flesh and bone. It uses a tungsten leading edge with silicon carbide as a backing material. It is only ever used in CQC when ranged attacks are not an option. Its predecessor was developed as a plasma cutting blade for industrial applications. It is capable of unleashing a short range wave of plasma.

    Type Damage Damage Range
    Martial Melee 2d8 Slashing Melee


    Weight: 3.5lbs


    Created by

    Vaskadar.

    Statblock Type

    Item

    Link/Embed