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:

d20Effect
1Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2A 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.
3Until the end of your next turn, you have advantage on attack rolls with this weapon.
4You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute.
5Your attacks with this weapon deal an additional 1d8 radiant damage.
6Your weapon casts entangle on the next creature you hit with it before the end of your next turn.
7Instead of rolling, treat the result of this weapon's damage dice as 1 until the end of your next turn.
8You gain a +3 bonus to attack and damage rolls made with this weapon.
9You gain a -2 penalty to attack and damage rolls made with this weapon.
10You gain a +1 bonus to attack and damage rolls made with this weapon.
11You gain a -1 penalty to attack and damage rolls made with this weapon.
12You gain a +2 bonus to attack and damage rolls made with this weapon.
13You gain a -3 penalty to attack and damage rolls made with this weapon.
14Instead of rolling, treat the result of this weapon's damage dice as the maximum result until the end of your next turn.
15You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
16Your attacks with this weapon deal an additional 1d8 necrotic damage.
17You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute.
18You are surrounded by a faint, ethereal music for the next minute.
19A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself.
20Roll 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