One of your arms was permanently modified after being heavily exposed from the Outer planes. Whether because of an accident, a magical experiment, or a gift from a powerful patron, an aura takes over your arm, making it more powerful and capable of performing unique abilities, receiving the following benefits:
Mage Hand. You learn the Mage Hand cantrip, and can control your subsequent actions with your bonus action. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you choose this feat).
Spectral Arm. You gain the Spectral Arm. It is a natural finesse melee weapon that deals 1d6 force damage. When taking the Attack action, if your arm is free and you have no weapon with the Heavy property or Two-Handed in your other hand, you can use your bonus action to make a single attack with your spectral arm.
Strength Imposed. When you hit a target with the Spectral Arm, you can choose to cause one of the following effects of your choice:
- You can make the target make a Strength save. If he fails, he will be pushed back 3 meters. If you collide with an object or creature, takes an extra 2d6 damage and falls to the ground, and the object or creature takes 1d6 force damage.
- You can grab something and make it perform a Strength save. On a failed save, the target falls to the ground and takes 2d6 force damage.
The saving throw DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You can use each of these abilities a number of times equal to your proficiency bonus. You cannot use it again until you finish a long rest.
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