Weapon (club), legendary

Bad Mother ****er

Legendary Weapon (Brass Knuckles)

“The last thing you hear is knuckles cracking—and then the silence.”

Forged in a back-alley hellforge by a half-mad artificer with a death wish, Bad Mother ****er is less a weapon and more a statement. Etched with infernal runes and scorched knuckle plates, these brass knuckles hum softly when violence is imminent.


Weapon Properties

  • Weapon Type: Simple Melee Weapon (Brass Knuckles)

  • Damage: 4d8 bludgeoning

  • Damage Type: Bludgeoning + Fire

  • Properties: Light, Unarmed-Compatible, Concealable

  • Bonus: +8 to attack 

You are always considered armed while wearing Bad Mother ****er, and your unarmed strikes count as magical.


Legendary Traits

🔥 Say What Again
Once per turn, when you hit a creature, you may deal an additional 2d6 fire damage.
If the target is frightened, prone, or restrained, increase this to 4d6 fire damage.


💥 Check the Pulse
When you reduce a creature to 0 hit points with an unarmed strike, you may immediately make another unarmed strike as a reaction against a creature within reach.


😈 Walk the Earth
You have an advantage on Intimidation checks, and proficiency if you don’t already have it.
Creatures you successfully intimidate have disadvantage on their next attack roll against you.


🩸 Bad Mother ****er Moment (1/Long Rest)
As a bonus action, you enter a brutal focus for 1 minute:

  • Your unarmed strikes deal +2d8 damage

  • You gain resistance to bludgeoning, piercing, and slashing damage

  • You cannot be frightened

  • If you start your turn below half HP, you regain 10 HP

 


Flavor & Lore

  • The knuckles are warm to the touch—hotter when danger is near.

  • Blood evaporates instantly on contact.

  • Faint embers glow between your fingers during combat.

  • Anyone who sees you land the finishing blow knows—they picked the wrong fight.


Curse 

 Backing down from a direct threat requires a DC 15 Wisdom saving throw. On a failure, pride takes over—you must stand your ground.

Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Bonus: Melee Attacks, Damage: Bludgeoning, Light, Slow

Chuck2x

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