Forged in the deep halls of Khazmarund, where metal meets magic and pain becomes power.
This prosthetic arm is a masterwork of dwarven craftsmanship and human innovation. The forearm and hand are made from dark steel veined with glowing runes of pale blue light. When attuned, the runes pulse faintly in rhythm with the wearer’s heartbeat. The fingers can shift and reconfigure into tools or weapons, and faint trails of mist escape from the joints when the user channels arcane power. The Aetherforged Arm attaches seamlessly to a missing limb, bonding through a brief ritual where the user’s lifeblood merges with the runic metal. Once attached, it moves as if it were part of the body.
The arm functions as a fully capable limb.
It cannot be removed while the user is conscious unless they willingly detach it.
The user gains advantage on Strength (Athletics) checks made to grapple, shove, or break objects using the arm.
The arm can serve as a smithing, tinkering, or alchemist’s toolset on command (integrated tool function).
Magnetize: You can magnetically attract or repel metal objects within 30 feet as an action.
Pull small objects (like daggers, coins, keys) into your hand instantly.
Disarm a creature (DC 15 Strength save).
Once per short rest, you can repel incoming metal weapon attacks, gaining +2 AC until the start of your next turn.
Forged Endurance: The arm’s runes pulse with fortifying magic when you’re near death. When you drop to 0 HP but aren’t killed outright, you can choose to drop to 1 HP instead. You can’t use this feature again until you finish a long rest.
Adaptive Form (Optional Upgrade): If the arm is further modified by a skilled enchanter or artificer, it can shift its form temporarily. Once per day, as an action, you can transform the arm into one of the following for 10 minutes:
Flame Gauntlet: Melee attacks deal an additional 1d4 fire damage and the target must make a DC15 CON save or be rendered blind for 1 round.
Thunder Cannon: Arm transforms into a short-range cannon (30-ft range, 2d10 thunder damage, CON save DC 15 or deafened for 1 round).
Climbing Claws: Gain a climbing speed equal to your walking speed and advantage on checks to cling to surfaces.
Notes: Advantage: Athletics, Protection: 0 HP, Attach the arm in a proper prosthetic slot and undergo the attachment process.
Comments