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Nunchaku Specialist

This class focuses on agile, fast-paced combat with the nunchaku, offering a variety of techniques to suit different playstyles. The Nunchaku Specialist combines elements of martial artistry with unique abilities that enhance their combat prowess and versatility.
hit dice: 10
hit points at 1st level: 1d10 + Constitution Modifier
hit points at higher levels: 1d10 + Constitution Modifier Per Level After 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple weapons, Nunchaku (treated as a finesse weapon with 1d6 bludgeoning damage)
tools: None
saving throws: Dexterity, Strength
skills: Choose two from Acrobatics, Athletics, Perception, Stealth, Performance, and Sleight of Hand
starting equipment:
  • (a) a nunchaku or (b) any simple weapon

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • Leather armor
spellcasting:
class features:

Martial Training

At 1st level, you have been trained in the use of the nunchaku. You gain proficiency with nunchaku. Additionally, you can use Dexterity instead of Strength for the attack and damage rolls of your nunchaku attacks.  

Nunchaku Mastery

At 1st level, your training with nunchaku grants you special techniques to use in combat. When you make an attack with your nunchaku, you can choose one of the following techniques:  
  • Disarming Strike: The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or drop one item of your choice that it's holding.
  • Tripping Strike: The target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone. You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a short or long rest.
  • Quick Draw: You can draw or stow nunchaku as a free action on your turn.
 

Whirling Strike

At 2nd level, you can use a bonus action to make an additional attack with your nunchaku. This attack deals an extra 1d6 damage if it hits.  

Thundering Impact

Also at 2nd level, you learn to harness the momentum of your nunchaku strikes to create a thunderous impact. When you hit a creature with a melee attack using your nunchaku, you can choose to use your Bonus Action to deal an additional 1d6 thunder damage.  

Stunning Strike

At 3rd level, when you hit another creature with a melee weapon attack using a nunchaku, you can attempt to stun the target. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be stunned until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Nunchaku Technique

At 3rd level, you choose a nunchaku technique that you strive to master. Choose from the Techniques detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Whirling Defense

At 6th level, you can use your reaction to make an attack with your nunchaku when a creature misses you with a melee attack. If the attack hits, the target takes an additional 1d6 bludgeoning damage and must make a Dexterity saving throw or be knocked prone.  

Ability Score Improvement

When you reach 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Improved Whirling Strike

At 9th level, when you use your Whirling Strike, you can make two additional attacks with your nunchaku instead of one. Each attack deals an extra 1d6 damage if it hits.  

Advanced Technique

At 10th level, you have mastered a key aspect of your chosen technique. You gain an additional feature from your chosen Nunchaku Technique.  

Ability Score Improvement

When you reach 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Unstoppable Flow

At 13th level, your continuous motion makes you harder to hit. When you take the Dodge action, you can use a bonus action to make a melee attack with your nunchaku.  

Mastery of Motion

At 14th level, your movements with the nunchaku are unparalleled. When you take the Attack action, you can make an additional attack with your nunchaku as part of that action.  

Ability Score Improvement

When you reach 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Whirling Mastery

At 17th level, your Whirling Strike now allows you to make three additional attacks with your nunchaku instead of two. Each attack deals an extra 1d6 damage if it hits.  

Cyclone Strike

At 18th level, you can use your action to perform a Cyclone Strike. You spin rapidly, attacking all creatures within 10 feet of you. Each creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, a creature takes 6d10 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. You can use this feature once per long rest.  

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Grandmaster Technique

At 20th level, you have perfected your chosen nunchaku technique. You gain an additional feature from your chosen Nunchaku Technique.
subclass options:

Style of Qinglong (Azure Dragon)

The Style of Qinglong focuses on agility, speed, and aerial maneuvers, emulating the Azure Dragon's fluidity and grace in combat.  

Dancing Clouds (3rd level):

You gain proficiency in the Acrobatics skill if you don't already have it. Additionally, when you use your Whirling Strike, you can move up to half your movement speed without provoking opportunity attacks.  

Azure Flight (7th level):

You gain a flying speed equal to your current movement speed for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.  

Azure Storm (11th level):

Once per turn, when you hit a creature with a nunchaku attack, you can deal an extra 2d6 lightning damage.  

Azure Ascendance (15th level):

You gain resistance to lightning damage. Additionally, when you roll for initiative and have no uses of Whirling Strike remaining, you regain one use of Whirling Strike.  

Dragon's Fury (20th level):

You can channel the full might of Qinglong, transforming into an avatar of the Azure Dragon. For 1 minute, you gain the following benefits:
  • Your nunchaku attacks deal an extra 2d10 lightning damage.
  • You have a flying speed of 60 feet.
  • You can use your Whirling Strike feature twice per turn.
  • Once during this time, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
  • After using this feature, you can't use it again until you finish a long rest.
 

Style of Zhuque (Vermilion Bird)

The Style of Zhuque emphasizes speed, precision strikes, and fire-based attacks, embodying the Vermilion Bird's fiery essence.  

Flaming Strikes (3rd level):

When you hit a creature with a nunchaku attack, you can expend a use of this feature to deal an extra 1d8 fire damage. Additionally, the target must make a Constitution saving throw or be set on fire, taking 1d6 fire damage at the start of each of its turns until it uses its action to extinguish the flames.  

Blazing Agility (7th level):

You gain resistance to fire damage. Additionally, when you use your Whirling Strike, your movement speed increases by 10 feet until the end of your turn.  

Phoenix's Rebirth (11th level):

Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Additionally, you gain temporary hit points equal to your Nunchaku Specialist level at the start of each of your turns for 1 minute.  

Vermilion Phoenix (15th level):

When you use your Whirling Strike, you can choose to imbue your strikes with fiery energy. Each creature within 5 feet of you must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much on a successful one.  

Phoenix's Wrath (20th level):

You can channel the full might of Zhuque, transforming into an avatar of the Vermilion Bird. For 1 minute, you gain the following benefits:
  • Your nunchaku attacks deal an extra 2d10 fire damage.
  • You have resistance to fire damage.
  • You can use your Whirling Strike feature twice per turn.
  • Once during this time, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
  • After using this feature, you can't use it again until you finish a long rest.
 

Style of Baihu (White Tiger)

The Style of Baihu focuses on strength, ferocity, and martial prowess, embodying the White Tiger's raw power and tenacity.  

Ferocious Strikes (3rd level):

When you hit a creature with a nunchaku attack, you can expend a use of this feature to deal an extra 2d6 slashing damage. Additionally, the target must succeed on a Strength saving throw or be pushed back 10 feet.  

Tiger's Resilience (7th level):

You gain proficiency in the Athletics skill if you don't already have it. Additionally, you have advantage on saving throws against being grappled or restrained.  

Tiger's Roar (11th level):

Once per turn, when you hit a creature with a nunchaku attack, you can choose to knock the creature prone if it fails a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier).  

Tiger's Prowess (15th level):

When you use your Whirling Strike, you can make an additional attack with your nunchaku against each creature within 5 feet of you.    

Tiger's Fury (20th level):

You can channel the full might of Baihu, transforming into an avatar of the White Tiger. For 1 minute, you gain the following benefits:
  • Your nunchaku attacks deal an extra 2d10 slashing damage.
  • You have advantage on Strength saving throws and Strength checks.
  • You can use your Whirling Strike feature twice per turn.
  • Once during this time, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
  • After using this feature, you can't use it again until you finish a long rest.
 

Style of Xuanwu (Black Tortoise)

The Style of Xuanwu focuses on defense, endurance, and resilience, embodying the Black Tortoise's protective and enduring nature.  

Iron Shell (3rd level):

You gain proficiency in the Constitution saving throw if you don't already have it. Additionally, when you use your Whirling Strike, you gain resistance to all damage until the start of your next turn.  

Tortoise's Endurance (7th level):

When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a short or long rest.  

Tortoise's Ward (11th level):

When a creature within 5 feet of you hits you with an attack, you can use your reaction to impose disadvantage on the attack roll.  

Tortoise's Fortitude (15th level):

When you use your Whirling Strike, you can use a bonus action to regain hit points equal to your Nunchaku Specialist level.  

Tortoise's Shelter (20th level):

You can channel the full might of Xuanwu, transforming into an avatar of the Black Tortoise. For 1 minute, you gain the following benefits:
  • You have resistance to all damage.
  • You can use your Whirling Strike feature twice per turn.
  • Once during this time, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
  • After using this feature, you can't use it again until you finish a long rest.

Created by

Morgatron247.

Statblock Type

Class Features

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