Infused with the essence of wirebugs and the strength of ironsilk, these knuckles offer unparalleled agility and graceful maneuvers, seamlessly blending combat finesse with versatile utility and support capabilities.
You gain a +1 bonus on attacks and damage rolls.
Empowered Strikes.
If your Unarmed Strikes deal at least1d4 damage or more, this weapon deals that damage + 2 instead
Wiredash.
Harnessing your expertise with wirebugs,you've honed the skill to swiftly evade harm. As a reaction when taking damage or when you succeed on a saving throw to resist an effect that would inflict a status condition, you can move up to 10 feet in any direction of your choice. During this movement, you ignore difficult terrain and don't provoke opportunity attacks. You can use this property a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Wirefall.
While you are falling, you can use your reaction to throw your wirebug above you, stopping your descent in mid-air until the start of your next turn. When you begin your fall again at the start of your next turn, the height you stopped at is the new value used for the amount of fall damage you take. You can use this property a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
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: Light, Slow
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