Staff (quarterstaff), uncommon (requires attunement)

Nunchaku are martial melee weapons composed of two batons connected by chain or tether. They deal 1d6 bludgeoning damage on a hit, count as a monk weapon, have finesse and versatile (1d8) properties.

While the Clockwork Arcadian turbines in these nunchaku spin, each swing of their handles generates bursts of lightning that crack across the internal coils. In the hands of a master, each stance evokes the fearsome sound of approaching thunder. The motion-turbine batteries in these nunchaku can carry a maximum of 3 charges. Whenever you take 10 or more lightning damage while holding the nunchaku, they gain 1 charge for every 10 lightning damage you take. The nunchaku lose all unexpended charges at the end of each of your turns.

Pressing Charges. When you miss an attack with these nunchaku’s, you can flourish the weapon to recover, charge it up and make the nunchaku gain 1 charge. If you roll a 20 on the roll to hit, the nunchaku gain charges up to their maximum.

Dishonourable Discharge. When you hit a target with these nunchaku, you can expend any number of charges to either deal an extra 1d8 lightning damage for each charge expended or push the target away from you 5 feet for each charge expended (your choice).

Proficiency with a Quarterstaff 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.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Notes: Weapon Property: Finesse, Versatile, Topple

Devastator077

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