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Quarterstaff

Weapon

Common

Mods
  • Grip
  • Haft
  • Head
  •   Special Maneuvers
  • Forward Thrust - Step forward temporarily to strike a target within 10 feet of you for 1d6 AP II Bludgeoning damage as an attack.
  • Leaping Kick - Use the quarterstaff with both hands to propel yourself forwards up to 10 feet in a straight line to strike for 2d4 AP I Bludgeoning damage with your feet at a target you can see or sense as an attack. You will be moved to the new position within 5 feet of your target. Once you have used this maneuver, you must make a normal attack before you can use it again.
  • Low Strike - Swing the quarterstaff at your opponent's legs as an attack to sweep them off their feet and knock them prone. The target must make a Constitution saving throw against a DC Equal to 8 + Your Proficiency Bonus + Strength or Dexterity modifier or be knocked prone. Once you have used this maneuver you must make a normal attack before you can use it again.
  • Sweeping Attack - Strike all targets in your sphere of influence for 1d4 AP I Bludgeoning damage. Once you have used this maneuver you must make a normal attack before you can use it again.
  • Upwards Strike - Swing one end of the quarterstaff upwards to strike your target as an attack from below the chin, like an uppercut, reducing the target's attack modifier by a number equal to your Proficiency Bonus until the start of your next turn. Once you have used this maneuver, you must make a normal attack before you can use it again.
  •   Special Properties
  • Armor Piercing II
  • Blunt Weapon - Does double the rolled damage to Poise.
  • Finesse
  • Staggering - Upon making a successful attack, this weapon prevents a target from taking an Opportunity Attack until the start of your next turn
  • Walking Stick - Can be used to cross difficult terrain without penalty during travel on foot
  •   Weight: 4   Handling: Versatile (2-handed or 1-handed)

    A classic two-handed weapon made of treated wood that can be used to defeat multiple opponents in close proximity. Often a Martial Artist's first choice.

    Type Damage Damage Range
    Simple Melee 2d4 (2-handed), 1d6 (1-handed) Bludgeoning Melee


    Weight: 4lbs


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