Prerequisite: Missing hand
You have a mechanical extension instead of your missing hand. Anything attached to the extension is considered a weapon with Light and Finesse properties, and it cannot be disarmed from you. You can replace the extension by spending 1 minute, or half of that with Tinker's tools.
You cannot use two-handed weapons, and you have disadvantage on all Strength checks that require two hands.
If you have a spellcasting feature, you can use the extension as spellcasting focus.
Hook
- 1d4 piercing damage.
- When attacking with the hook, instead of dealing damage, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a DC 13 Strength saving throw. On a failed save, it drops the chosen object at its feet.
Harpoon
- 1d6 piercing damage.
- Range (15/45), Special, Thrown
- When a harpoon hits it remains embedded in the target and may not be used until freed from the target. A Large or smaller creature hit by a harpoon has its speed halved. Until the barbed head is removed, the harpooned creature will take 1 hit point of damage per turn if it moves or takes an action. The barb can be removed by taking an action to pull or cut out the barbed head (causing 1d4 slashing damage to do so). If a successful Dexterity check is made when removing it, the damage is reduced to 1.
If the harpoon has a line attached, you can use an action to attempt to pull the creature toward you. To succeed at this, make a Strength check. If you succeed, the creature is pulled 5 feet toward you, but if you fail you drop the line. Succeed or fail, the harpooned creature takes 1d4 slashing damage. Dealing 5 slashing damage to the line (AC 10) destroys the line without causing additional damage to the harpooned creature.
Hand Crossbow
- 1d6 piercing damage
- Ammunition, Range (30/120), Light, Loading
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