This compact rod crackles with contained lightning. When activated, twin metal prongs spit snapping arcs of blue energy with a sharp CRACK, locking muscles and overwhelming the nervous system.
Artificers often call it a compliance baton, while bounty hunters prefer shock stick.
Special: Electric Shock
When you hit a creature, it takes 1d4 bludgeoning + 1d6 lightning damage.
The target must succeed on a DC 13 Constitution saving throw or suffer one of the following effects (your choice):
- Stunned until the start of your next turn, OR
- Falls prone, OR
- Drops one held item
Special: Incapacitating Surge (Recharge 5–6)
When you hit, you can force a DC 13 Constitution save.
On failure, target is Paralyzed until the end of your next turn. On success, Target is Stunned instead.
Charges
The Arc Shocker has 6 charges. Each shock uses 1 charge.
Regains 1d4+2 charges daily at dawn.
Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Damage: Lightning, Damage, Combat, Light, Slow
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