These were once used by the famous halfling monk, Wuh Thang. Rumor is that buried with him are the blade attachments for these fabled Nunchucks.
Base Damage 1d6 bludgeoning damage
Flourish 1- Must succeed dexterity check of 12. Success add 1d6 of bludgeoning damage. Failure take 1d4 of bludgeoning damage.
Flourish 2- Must succeed dexterity check of 14. Success add 1d8 of bludgeoning damage. Failure take 1d6 of bludgeoning damage.
Flourish 3- Must succeed dexterity check of 16. Success add 1d10 of bludgeoning damage. Failure take 1d8 of bludgeoning damage.
Flourish 4- Must succeed dexterity check of 18. Success add 1d12 of bludgeoning damage. Failure take 1d10 of bludgeoning damage.
Flourish 5- Must succeed dexterity check of 20. Success add 1d20 of bludgeoning damage and the creature is knocked prone. Failure take 1d12 of bludgeoning damage and you are knocked prone
Can be used to intimidate. Two successful flourishes of a dexterity check of 16 gives advantage on intimidation check. On a failure take 1d4 of bludgeoning damage and disadvantage on intimidation
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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: Magic, Halfling monk, Damage, Combat, Light, Slow
Previous Versions
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2/28/2025 12:19:57 PM
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7
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0
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0.0.1
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Coming Soon
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