Chaos Nunchuck
Xanathar's Lost Notes to Everything Else p. 63 (Homebrew),
- Type
- Melee Weapon
- Magic
- Yes
- Rarity
- legendary
- Weight
- 4
- Damage
- 1d6
- Two-Handed Damage
- 1d8
- Damage Type
- bludgeoning
- Properties
- especial, cuerpo a cuerpo
Description
Nunchucks are martial melee weapons composed of two hard batons connected to one another by a short chain.
When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest.
Chaos Weapon Effects:
| d20 | Effect |
|---|---|
| 1 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 2 | A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. |
| 3 | Until the end of your next turn, you have advantage on attack rolls with this weapon. |
| 4 | You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. |
| 5 | Your attacks with this weapon deal an additional 1d8 radiant damage. |
| 6 | Your weapon casts entangle on the next creature you hit with it before the end of your next turn. |
| 7 | Instead of rolling, treat the result of this weapon's damage dice as 1 until the end of your next turn. |
| 8 | You gain a +3 bonus to attack and damage rolls made with this weapon. |
| 9 | You gain a -2 penalty to attack and damage rolls made with this weapon. |
| 10 | You gain a +1 bonus to attack and damage rolls made with this weapon. |
| 11 | You gain a -1 penalty to attack and damage rolls made with this weapon. |
| 12 | You gain a +2 bonus to attack and damage rolls made with this weapon. |
| 13 | You gain a -3 penalty to attack and damage rolls made with this weapon. |
| 14 | Instead of rolling, treat the result of this weapon's damage dice as the maximum result until the end of your next turn. |
| 15 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 16 | Your attacks with this weapon deal an additional 1d8 necrotic damage. |
| 17 | You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. |
| 18 | You are surrounded by a faint, ethereal music for the next minute. |
| 19 | A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. |
| 20 | Roll twice on this table, gaining both effects. |
Special: Flourish. When you are wielding the nunchucks in two hands and take the Attack action on your turn, you can attempt to flourish with the weapon immediately before you make your first attack. To flourish, make a DC 13 Dexterity check, adding your proficiency bonus if you are proficient with nunchucks. On a success, you gain a +2 bonus to the first attack roll you make this turn. On a failure, you deal bludgeoning damage to yourself equal to your proficiency bonus and gain no bonus from your flourishes this turn.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, nunchucks Source: Xanathar's Lost Notes to Everything Else p. 63 (Homebrew), Heliana's Guide to Monster Hunting - Part One