Jar Baton
A Leyden jar on a handle. Draw a jar's charge into it, then spend the whole charge on one hit.
Crafting
A Leyden jar on top, two sticks under it, in a column.
Charging
Use the baton on a charged Leyden jar. The jar empties into the baton and the baton holds that voltage; hover it to read. An already charged baton will not draw again.
What a hit does
The next melee hit spends everything. The target takes a shock for the voltage's band, is knocked back, and is staggered and slowed for longer the higher the charge was. A baton is empty after one hit: a capacitor empties, there is no second swing on the same charge.
How hard it hurts depends on what the victim is wearing and standing in, never on what it is, exactly as for the Electrified Fence: wet, metal armour and a metal floor make it worse; leather, wool and wood make it better; off the ground halves it.
Careful
The jar in the handle is rated for HV (24 V). Charge it past that, or swing it while standing in water, and the discharge shocks you too. Insulating gloves still protect a player. Used within its rating and dry, the baton wears nothing.
It does not leak: a charged baton keeps its charge.