Electro Blade

[Tech] bladed weapon that uses batteries to deliver an electric shock to your enemies.

Crafting options
  • Electro Dagger
    • [Uncommon]Dagger, light, finesse
    • 1d4 slashing + 1d4 electrical damage (uses charge)
    • When using a charge on hit, DEX Save DC12 (Inventor Weapon specialty use their Tech DC (DC8 + INT Mod + Proficiency if higher)), on failure the target loses their reaction and movement is halved until the end of their next turn.
    • Adds +1 Technological Aptitude
    • Material Cost: 1 steel ingot, 1 gold capacitor, 1 coil of electro wire, 1 battery
    • Time needed: 3 days downtime or 3 long rest
      • Crafting check: Smith's Tools DC12 (Long rest DC17)
    A dagger with a battery slot in the handle and copper lines running across the blade. The wielder can choose to add electrical damage on a hit.

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  • Electro Short Sword
    • [Uncommon]Short Sword, light, finesse
    • 1d6 slashing + 1d4 electrical damage (uses charge)
    • On hit, DEX Save DC12 (Inventor Weapon specialty use their Tech DC (DC8 + INT Mod + Proficiency if higher)), on failure the target loses their reaction and movement is halved until the end of their next turn.
    • Adds +1 Technological Aptitude
    • Material Cost: 2 steel ingot, 1 gold capacitor, 1 coil of electro wire, 1 battery
    • Time needed: 3 days downtime or 3 long rest
      • Crafting check: Smith's Tools DC12 (Long rest DC17)
    A short sword with a battery slot in the handle and copper lines running across the blade. The wielder can choose to add electrical damage on a hit.

     
  • Electro Longword
    • [Uncommon]Longsword, versatile
    • 1d8 (1d10) slashing + 1d4 electrical damage (uses charge)
    • On hit, DEX Save DC12 (Inventor Weapon specialty use their Tech DC (DC8 + INT Mod + Proficiency if higher)), on failure the target loses their reaction and movement is halved until the end of their next turn.
    • Adds +1 Technological Aptitude
    • Material Cost: 3 steel ingot, 1 gold capacitor, 2 coil of electro wire, 1 battery
    • Time needed: 3 days downtime or 3 long rest
      • Crafting check: Smith's Tools DC12 (Long rest DC17)
    A longsword with a battery slot in the handle and copper lines running across the blade. The wielder can choose to add electrical damage on a hit.

     
  • Electro Greatsword
    • [Uncommon]Greatsword, Heavy
    • 2d6 slashing + 1d4 electrical damage (uses charge)
    • On hit, DEX Save DC12(Inventor Weapon specialty use their Tech DC (DC8 + INT Mod + Proficiency if higher)), on failure the target loses their reaction and movement is halved until the end of their next turn.
    • Adds +1 Technological Aptitude
    • Material Cost: 3 steel ingot, 1 gold capacitor, 2 coil of electro wire, 1 battery
    • Time needed: 3 days downtime or 3 long rest
      • Crafting check: Smith's Tools DC12 (Long rest DC17)
    A greatsword with a battery slot in the handle and copper lines running across the blade. The wielder can choose to add electrical damage on a hit.

     
 

An inventor can connect the weapon to a power source instead and use 1 Power to add the electrical damage.


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