This prosthetic arm contains powerful magic, making it an even more powerful weapon. This white metal arm has a symbol that resembles an eye on the forearm, and the otherwise simplistic design allows the arm to be decorated or painted, though runes glow brightly on the arm whenever it's in use. When you wear the arm, you gain the following benefits:
Vigilance. While you wear the arm, you have advantage on Initiative rolls and all Wisdom (Perception) checks.
Shield. When you roll initiative, if this arm is not holding a weapon or shield, the arm conjures a magical shield onto itself. This shield grants an additional +1 bonus to your Armor Class (already accounted for; if you are not wearing the shield, apply a -3 modifier to your AC).
Spike Shot. You gain access to a new attack. As part of the attack action, you can replace one or more of your normal attacks with this attack. As part of the attack, you point your palm at a target, and nearby materials are drawn into your palm and condensed into a spike that fires at your target. Make a ranged spell attack for each spike you fire, using an attack bonus of +7. On a hit, the target takes 2d6 piercing damage. The arm can fire 6 spikes, and then regains 1d4+2 charges each day at dawn.
Last Stand. The arm amplifies your ability to stay up in a fight. When you are hit with an attack that would reduce you to zero hit points, you can use your reaction to gain access to the triggering attack's damage. If you are not reduced to 0 hit points, you are filled with vigor and have advantage on all attack rolls, ability checks, and saving throws until the end of your next turn. If you are still reduced to zero hit points, you have advantage on all Death Saving Throws until you are brought back to consciousness or die. Once you use this ability of the arm, you cannot use it again until the next dawn.
Notes: Bonus: Armor Class, Advantage: Initiative, Advantage: Perception, creature missing an arm
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