Weapon (flail), legendary (requires attunement by a by a Monk, requiring 8 hours of sparring with a brother)

After playing an instrumental (pun intended) roll in the "meet cute" between a fellow monk and a dancer, as a thank you, they combined their talents to craft these paired nunchaku for Michelangelo.

When making an Attack with these weapons, the user has +4 to hit, reach 5 ft. 

With Proficiency,  you can add your Charisma modifier to the damage roll for any attack you make with it, dealing (1d8+CHA) Bludgeoning damage.

Each nunchaku has 5 charges. When you hit with a melee attack using it, you can expend one charge. You can expend one Force point to expend one additional charge per turn. For each charge you expend, the target takes an extra 1d6 Force damage.

Regaining Charges. The nunchaku regain 1d6 expended charges after a short rest. If you expend the last charge, roll 1d4 after a long rest. As long as you don't expend the last charge again, return to rolling 1d6 after a short rest.

Attunement allows the wielder the additional mastery property Parry and the exclusive property Showmanship.

ParryWhen an enemy makes a successful Weapon Attack, you can use your Reaction to attempt to parry the attack. Contest the Attack Roll (including modifiers) with a DEX Saving Throw. On a failure, the attack lands. On a success against a Ranged Weapon, the projectile is deflected in a harmless direction.

On a success against a Melee Weapon, the weapons bind together and the attacker's turn ends, unless it's to resolve the bind. To resolve the bind, if they're able, the attacker may use either an Action to attempt another Attack at Disadvantage, or use a Bonus Action to release the weapon. Their turn ends and the use of an Action (by anyone) in a future turn will be needed to collect the weapon. At the top of the player's next turn, they must use a Free Action to release the weapon.

If, after a failed Parry attempt, you have a weapon that isn't bound, you can use one Force point to attempt to Parry one additional attack until your next turn.

Showmanship. Mikey is all about flair. When you enter melee combat with an enemy also wielding (a) nunchaku, you can use a Bonus Action (or use a Reaction when an enemy enters melee combat with you) to exclaim "Ahh, a fellow 'chuker, eh?" This triggers a best-of-three series of contested Charisma (Performance) checks as you and your opponent show off your skills. The loser fumbles their weapon, resulting in it falling from their hands and they take (1d4) Psychic Damage in embarrassment and must use an Action to recover the weapon.

Proficiency with a Flail 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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Bonus: Magic, Damage: Force, by a Monk, requiring 8 hours of sparring with a brother, Damage, Combat, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
3/19/2026 7:51:05 PM
0
1
--
Coming Soon

Item Tags: Damage Combat

BC_adventurer

Comments

Posts Quoted:
Reply
Clear All Quotes