Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. Weapon Rotation. The training droid is able to have two of the four weapons out at any given time. On its turn, it can use a bonus action to change attachments to a different type of weapon from its storage compartment.
Blunt Techaxe. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage. Electroprod. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: On hit, the target must succeed on a DC 13 Constitution saving throw or take 1d4 electric damage. Practice Blaster. Ranged Weapon Attack. +3 to hit, range 40/160 ft., one target. Hit: 3 (1d4+1) energy damage. Practice Saber. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) energy damage.