Adventuring Gear
Common
Mods
Grip
Head
Number of Charges: 8 (1 Charge recovered per Short Rest, fully recovered after finishing a Long Rest)
Special Maneuvers
Shocking Strike - When you successfully make a melee attack with this weapon, you can choose to expend one of its charges and deal an additional 1d6 Lightning damage.
Stunning Strike - Strike the target on the head with an overhead attack, the target must make a Constitution saving throw against a DC equal to 8 + Your Proficiency Bonus + Strength Modifier or be unable to move until the start of your next turn. The target, if it tries to make attacks, does so with disadvantage. You may use this maneuver a number of times equal to your Proficiency Bonus per Long Rest.
Special Properties
Armor Piercing II
Blunt Instrument - Deals Double Poise Damage
Staggering - Prevents targets from taking Reactions upon successful attacks until the start of your next turn
Stunning - Can be used to stun opponents with a special maneuver
Weight: 2
Handling: 1-handed
The Stun Baton is effectively an electrified metal rod that has a rechargeable battery built into it. It is a 50,000 volt Stun Baton that is capable of delivering 2.75 micro-coloumbs (for reference, 1.0 is intolerable amounts of pain, and most police-grade electrified stun guns deliver a higher amount) of pain applied through the pointed tip of the weapon. Otherwise, when it is out of charges, it is still an effective melee weapon.
Type |
Damage |
Damage |
Range |
Simple Melee |
1d6 / 1d6 Lightning Damage (When Charge is available) |
Bludgeoning |
Melee |
Weight: 2lbs