Dustriders			
	  Aetherion Voltlance
		 
	 
                        
    Weapon   
  
     Common            
     Mods
Grip
Haft
Point
Power Cell
 
Charges: 2x User's Proficiency Bonus
 
Special Maneuvers (Melee)
Lunging Thrust - Step forward 5 feet to make an attack against an opponent within 15 feet of you and return to where you were standing without using movement or provoking opportunity attacks. This maneuver can be performed once per turn.
Blunt Strike - As a Bonus Action, make an attack with the blunt end for 1d6 AP II Bludgeoning damage against a single target. The target you strike with the blunt end is Dazed and cannot take Reactions until the start of your next turn. Once you have used this maneuver, you must wait until after the end of your next turn before you can use it again.
Flurry of Strikes - As an attack, make a number of melee attacks equal to your Dexterity modifier for 1d6 AP II Piercing damage each. You may choose to attack one target or as many targets as you can make attacks with that are in range. Once you have used this maneuver, you must wait until after the end of your next turn before you can use it again.
Sweeping Attack - As an attack, make a sweeping attack with the bladed tip of the spear, dealing 1d8 AP I Slashing Damage to two adjacent targets within 5 feet of you. You must make an attack roll for each target. Once you have used this maneuver, you must wait until after the end of your next turn before you can use it again.
 
Special Maneuvers (Ranged)
Charged Blast - After throwing this weapon, whether it is stuck in an opponent or in a surface, you may, at any point, choose to spend your Bonus Action or Reaction to expend two charges to unleash the stored electrical energy in the Voltlance. The energy deals 2d8 Lightning damage in a 10 foot radius, centered on where the Voltlance is located. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
Lightning Burst - As a ranged weapon attack, expend one of the weapon's charges to fire an arc of lightning at a chosen opponent within 45 feet. The arc deals 2d8 Lightning damage.
 
Special Properties 
AP II
Finesse - When making an attack with this weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reach - This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Thrown - This weapon can be thrown up to 5 + 5x your Strength Modifier in feet, or one space plus a number of additional spaces equal to your Strength Modifier.
Special - This weapon has a ranged component that allows it to make ranged weapon attacks. This ranged weapon component has a number of charges equal to two times your Proficiency Bonus. It regains all of these charges upon finishing a Long rest.
Sundering I
 
Handling: 2-Handed  
      
    The Aetherion Voltlance is the primary weapon chosen by the Aphorini, which functions as both a spear and a sort of energy-based firearm. It naturally recharges through ambient magical energy. The melee component of the weapon has a reach of 10 feet and is categorized as a polearm. It can fire up to as many times as twice the wielder's proficiency bonus per Long rest.  
              
      
        
        
          | Type | 
          Damage | 
          Damage | 
          Range | 
        
        
        
        
          | Martial Melee | 
          3d6  | 
          Piercing | 
          45 ft. (Ranged Attack), 10 ft. (Melee) | 
        
        
      
     
    
      
      Weight: 3lbs