Shock Baton (3.5e Equipment)

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Author: Eiji-kun (talk)
Date Created: 7-17-16
Status: Complete
Editing: Clarity edits only please
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Shock Baton

Exotic One-Handed Thrown Melee

Cost: 150 gp
Damage (Small): 1d6/1d6 and 1d6
Damage (Medium)1: 1d8/1d8 and 1d6
Critical: 20/x2
Range Increment: 10'
Weight2: 3 lbs
Type3: Bludgeoning, Bludgeoning and Electricity; see text
HP4: 10
Hardness: 10

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


This metal telescoping bar has a rubber grip, and when sheathed it counts as one category smaller (a light weapon) for the purpose of concealing it. When deactivated, the baton can be used like a normal club, but one can activate or deactivate it as a swift action, lighting it up with electrical energy for one round which causes it to deal an additional 1d6 electricity damage on a successful hit. This additional damage however, is multiplied on a critical hit unlike the shock enhancement. If you wield more than one shock baton at a time, you may activate them all with the same action.

The weapon can also make a touch attack as a standard action, but only deals the electricity damage with no Strength damage on a successful hit. The shock baton can be used as a martial weapon, but in that case, activating the shock baton becomes a move action.

You can deal nonlethal damage with your shock baton with no penalty to attack rolls, and can deal nonlethal sneak attack damage. Enhancements which add electricity damage to attacks have a 10% discount when used on a shock baton, and these enhancements apply their damage to the touch attack.

The shock baton uses energy cells to power its shock function. A single energy cell can produce a single round's worth of power, and the baton itself can hold 5 cells at a time, with a move action required to reload all expended cells. Alternatively one can use a fusion cell for unlimited power.



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Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
AuthorEiji-kun +
ClassThrown + and Melee +
Cost150 gp +
Critical20/x2 +
Damage1d8/1d8 and 1d6 +
Damage TypeBludgeoning + and Electricity; see text +
Hardness10 +
Hit Points10 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range10 +
RatingUnrated +
SizeOne-Handed +
TitleShock Baton +
Weight3 +