Weapon
Common
Mods
Grip
Knuckles
Special Maneuvers
Feint - Make one attack with your offhand as a Bonus Action, dealing 1d4 AP II Bludgeoning damage and allowing you to distance or reposition yourself by 5 feet without provoking an opportunity attack while raising your evasion by your Proficiency Bonus. Once you have used this maneuver, you must wait until after the end of your next turn before using it again.
Hook - Make a strong attack with your main hand for 1d6 AP III Bludgeoning damage and inflict Stagger on your opponent, preventing them from taking reactions until the start of your next turn.
Jabs - Make two attacks with your offhand as a Bonus Action for 1d4 AP II Bludgeoning damage each, for each attack that lands, reduces target Evasion by 1 until the end of your next turn. Once you have used this maneuver, you must wait until after the end of your next turn before using it again.
Uppercut - Make an upwards attack with your main hand for 1d6 AP III Bludgeoning damage, target must make a Strength saving throw against a DC equal to 8 + Your Proficiency Bonus + Strength modifier or be pushed backwards 5 feet.
Special Properties:
Armor Piercing II
Light - Allows for an attack as a bonus action if this weapon is held in your offhand
Staggering - Prevents targets from taking Reactions upon successful attacks until the start of your next turn
Unarmed
Weight: 0.5 each
Handling: 1-handed, 1 in each hand
A pair of brass knuckles that enhance unarmed strikes with additional damage.
Type |
Damage |
Damage |
Range |
Simple Melee |
1d6 |
Bludgeoning |
Melee |
Weight: 1lb