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Dustriders

Pike

Weapon

Common

Mastery Archetype: Pike   Mods
  • Grip
  • Haft
  • Point
  •   Maneuvers
  • 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.
  • Parry - When an opponent attempts to attack you in Melee range, you may use 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.
  • Riposte - On successful parry, you may attempt to attack the target that attacked you by using your weapon.
  •   Special Maneuvers
  • Dismounter - Upon making a successful attack against a mounted target, whether they're on a vehicle or a creature mount, you can attempt to force them off by using a Bonus Action. The target must make a Strength saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength modifier. On a failed save, the target is thrown off of their vehicle or creature mount and takes falling damage from Falling Off. On a successful save, a target stays on their vehicle or creature mount.
  • Piercing Strikes - As a single Attack action while the weapon is held in both hands, make a number of attacks up to or equal to your Dexterity or Strength modifier, dealing 1d10 AP II Piercing Damage to chosen targets within 10 feet of you on a hit. You must make an attack roll for each target. Once you have successfully used this maneuver and landed at least one attack, you cannot use it again until you finish a Short or Long rest.
  • Run Them Through - As part of a successful attack against a target more than 5 feet away from you, you keep pushing, spending 10 feet of movement for every 5 feet you move, dealing an additional 1d10 AP IV Piercing damage for every 5 feet the target is pushed. If the target is pushed into a wall, they are pinned and restrained until the start of your next turn. Once you have successfully used this maneuver, you cannot use it again until you finish a Short or Long rest.
  •   Properties
  • Armor Piercing IV
  • Finesse
  • Heavy
  • Long Polearm - This weapon is awkward to use in close quarters. If you are flanked by opponents in melee, they impose disadvantage on your attacks with this weapon.
  • Reach
  •   Special Properties
  • En Masse - When within 10 feet of an allied target, you add your Proficiency Bonus to your damage rolls and your Riposte and Parry rolls.
  • Hemorrhaging - When you push a target with the Run Them Through maneuver or make two or more successful attacks with the Piercing Strikes maneuver against a single target, the target must make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity or Strength modifier, whichever is higher, or take 1d10 Bleed damage.
  •   Weight: 6   Handling: 2-handed

    Easily the longest-ranged melee weapon, the Pike finds itself back in the hands of many a warrior as a chosen polearm. Its limitation, however, is once an opponent closes in, it quickly loses its effectiveness. It is considered an extension of what was among the most common weapon of foot soldiers in antiquity: the spear.

    Type Damage Damage Range
    Martial Melee 2d10 Piercing Melee, Reach of 10ft.


    Weight: 6lbs


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