Build Shock Baton

1st-level conjuration (ritual)   Casting time: 1 action   Range: Self   Target: --   Components: S, M (scrap metal and wires worth at least 10 gp, which the spell consumes)   Duration: 1 hour   Classes: Artificer   Subclasses:  
You configure the scrap metal and wiring used as the material components to create a shock baton in your hand. The shock baton is a magic weapon that lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d8 lightning damage on a hit and has the light property. In addition, a creature hit with the shock baton can’t take reactions until the start of its next turn.
  When you create the shock baton, you can immediately make an attack with it. If you don’t, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Strength, for attack and damage rolls you make with the shock baton; other creatures use Strength, as normal.
  The shock baton has an AC equal to your spell save DC and a number of hit points equal to ten times the spell’s level. When the spell ends or if the shock baton is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you’re within 5 feet of them.
  At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d8 and its duration increases to 8 hours. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 3d8 and its duration increases to 24 hours.  

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