Dustriders
Aetherion Voltlance
Weapon
Common
Mastery Archetype: Exotic Melee, Pike, or Spear
Mods
Grip
Haft
Point
Power Cell
Charges: 2x User's Proficiency Bonus
Maneuvers (Melee)
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.
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.
Shocking Strike - When you successfully make a melee Attack with this weapon, you can choose to expend one of its charges and deal an additional 1d6 Lightning damage.
Special Maneuvers (Melee)
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 cannot use it again until you finish a Short or Long rest.
Sweeping Attack - As an attack, make a sweeping attack with the bladed tip of the spear, dealing 2d6 AP I Slashing Damage to up 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.
Maneuvers (Ranged)
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 2d6 Lightning damage, and on a successful attack, deals your Proficiency Bonus in Lightning damage to another target that it leaps to within 15 feet.
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 2d6 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.
Properties
AP II
Sundering I
Finesse
Reach
Passive Recharging - On finishing a Long rest, this weapon regains all of its charges. On finishing a Short rest, this weapon regains 2 charges.
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.
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. It uses an Aetherion crystal lattice capacitor which absorbs charges. The main composites used in the weapon's construction are mycopolymers, derived from Aphorini harvesting chambers in their tunnel networks.
| Type |
Damage |
Damage |
Range |
| Martial Melee |
3d6 |
Piercing |
45 ft. (Ranged Attack), 10 ft. (Melee) |
Weight: 3lbs