Volt Knuckle (3.5e Equipment)

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Author: Eiji-kun (talk)
Date Created: 8-28-12
Status: Complete
Editing: Clarity edits only please
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Volt Knuckle

Exotic Light Melee

Cost: 30 gp
Damage (Small): 1d3
Damage (Medium)1: 1d4
Critical: 19-20/x2
Weight2: 2 lbs
Type3: 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.

"My electric hand-thingy is shockingly effective!"


The volt knuckle is a steel knuckle with two notable prongs on either end, appearing like blunt spikes. Copper wiring runs along the edge and lightning sparks between the two spikes, your own hand protected by a firm rubber grip. The volt knuckle is effectively a tazer mounted inside a of steel knuckle. It can be used as a normal melee weapon, dealing damage that counts as both electric and bludgeoning damage. Damage reduction or energy resistance only applies if you have resistance to both bludgeoning and electric damage. Alternatively, you can make a touch attack as a standard action, dealing just electricity damage without your strength bonus to damage.

You can use the volt knuckle as a nonlethal weapon with no penalty. A rogue can use a volt knuckle to deal nonlethal sneak attack damage.

The volt knuckle can be overcharged with a source of electric damage, such as from a spell or a technoplushie's electroshock. The damaging effect targets the knuckle, and the next attack you deliver with the knuckle also delivers the additional lightning effect. This counts as a held touch spell for as long as it is overcharged in this manner, and you can overcharge each volt knuckle your wield (typically up to two). Spells and effects which offered Reflex saves no longer have a save when delivered via volt knuckle, but they only affect the target of your attack. Applying a second effect while holding an overcharge dispels the first effect. For example, a user casts lightning bolt and holds it on his volt knuckle. Later he punches and hits an opponent, dealing the usual damage plus the damage of the lightning bolt (10d6) to the target, no save. No other targets or area is affected.

Technoplushies may treat the volt knuckle as a martial weapon.


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Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
AuthorEiji-kun +
ClassMelee +
Cost30 gp +
Critical19-20/x2 +
Damage1d4 +
Damage TypeBludgeoning + and Electricity (see text) +
Hardness10 +
Hit Points10 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range+
Rated ByThe Dire Reverend +
RatingRating Pending +
SizeLight +
TitleVolt Knuckle +
Weight2 +