Wondrous Item, unknown rarity (requires attunement by a Your promise to me, remember who you are" This prosthetic appears initially as a silver metal ring. To attune one need place said ring and the point of which the limb was lost, locking into place and bonding with the flesh of the user. )

When it comes into contact with a liquid, the user may use that liquid to form a missing limb or another shape. The required amounts will be listed below based on what the said user can carry on their person, though it stands to reason that similar amounts could yield the same result. Moreover, anti-magic fields, spells, and effects that negate the utilized substance (Such as Create and Destroy Water) will render the current form of the arm obsolete, in the case of the prior the material dropping to the floor along with whatever it might be holding or soaking into the user's clothing. Substances may be drawn as a bonus action if within 5 feet of the user, it becomes a full action for distances up to 10 feet and undrawable from further. A source is considered used up after an hour of active use, but may be returned before then to conserve it.

Amount: Waterskin (4 pints)- A very light skeletal looking arm that can only be used for carrying light items and basic usage of an arm. Jug or Pitcher (8 pints/1 gallon)- A fully functional arm that can be used like a regular arm. Bucket (3 Gallons/ 24 pints)- Access to special forms Special Forms:

Ebb- The substance is concentrated into a point forming a rapier that can be solidified into a frozen form dealing cold damage in place of piercing. For every gallon above 3 increase damage by a dice value to a maximum of 1d12 at 5 gallons and for the maximum of 2 gallons further gain a +1 and +2 weapon quality respectively.

Flow- An amorphous shape that while it cannot hold anything can be used to enter cracks serving as a thieves tool kit for picking locks or making unarmed melee attacks through up to 3 feet of wood or up to 1 feet of stone. For every gallon above 3 increase the distance by a foot to a maximum of 7 and 5 feet respectively. When used to grapple targets take damage equal to 1d4 cold per turn grappled.

Arms of the Tide- Taking on the form of a tentacle gain the usage of a whip that can be used to grapple a single target using your spell save dc or 10+prof+Int. If the substance used is more than 3 gallons increase the damage and range by a dice type per gallon to a maximum of 1d12 and by 5 feet to a maximum of 30 feet. (edited) Substance Examples- Water- Nothing special save for being able to be drawn from ice as a full action.

Acid- All damage types are replaced with acid damage and on a critical hit force an acid injury roll on the target, however unless magical no items may be held. If hybridized it loses the critical hit ability.

Blood- Upon a hit heal for 1d6 hit points. If used on a humanoid or beast force a wisdom save or be frightened for 1d6 turns. If hybridized healing per hit becomes 1 hit point and fear effect is reduced to 1d4 turns.

Lava- All damage types are replaced with fire damage and deal 1d6 burning damage for 1d4 turns on an affected target. Non-magical items may not be held. Hybrid- Water may be merged with the other types except for lava to increase the overall amount used in the arm, but halving the effects. (edited)

Notes: Damage: Cold, Grappled, Your promise to me, remember who you are" This prosthetic appears initially as a silver metal ring. To attune one need place said ring and the point of which the limb was lost, locking into place and bonding with the flesh of the user.

Pidge_11

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