Weapon (greataxe), very rare (requires attunement by a Installing the arm requires: 8-hour surgery DC 18 Intelligence (Tinker’s Tools) DC 16 Wisdom (Medicine) A functioning HEARTH lab or equivalent facility)

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Prototype YZY Combat Arm

Artifact Prosthetic (Requires Attunement)

Installing the arm requires: 8-hour surgery

DC 18 Intelligence (Tinker’s Tools)

DC 16 Wisdom (Medicine)

A functioning HEARTH lab or equivalent facility

Benefits:

Hydraulic Strength: Your Strength becomes 21 while using the arm, unless it is already higher.

 

The Cost: The arm isn’t passive... It’s still running Yeezy’s combat software.

Personality Bleed - Every dawn roll 1d20: On a 1–2: The arm asserts itself.

For that day: Roll 1d6

1- You are compelled to loudly brag before combat.

2- Disadvantage on Stealth checks because the arm keeps revving.

3 -You refuse to retreat unless magically compelled.

4- Your voice randomly uses Yeezy’s cadence and catchphrases.

5- You must succeed on a DC 15 Wisdom save before willingly dropping a weapon.

6- The arm repeatedly gives tactical advice…some of it actually useful.

 

Servo Grip - Advantage on: Athletics checks, Grapples, Checks made to avoid being disarmed

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Hydraulic Punch - PB times per Long Rest:

When you Hit with Chainsaw attack: Deal an extra 2d6 force damage and push the target 10 feet. (or unarmed strike)

⸻

Integrated Hardpoint

The arm contains a concealed mount. Choose one:

Grappling Hook

Wrist Crossbow

Flamethrower (15-ft cone, 3d6 fire, PB/long rest)

Flashlight

Lockpick module

Signal Echo - Whenever you score a critical hit:

Roll 1d20 - On a 1: Everyone hears Yeezy. “OOOOOH THAT WAS CLEAN!” The arm immediately revs itself.

⸻

Corruption Risk

Every month of continuous use: Make a DC 15 Constitution save.

Failure: Gain one Cybernetic Instability.

Cybernetic Instability Table: Roll 1d6

Eyes briefly glow gold.

Metallic veins spread farther up the shoulder.

Advantage on Intimidation, disadvantage on Persuasion.

You occasionally hear faint music no one else hears.

The chainsaw deploys involuntarily during stressful moments.

The arm has become part of you. It can no longer be removed without powerful magic or another major surgery.

Proficiency with a Greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Notes: Bonus: Magic, Damage: Force, Installing the arm requires: 8-hour surgery DC 18 Intelligence (Tinker’s Tools) DC 16 Wisdom (Medicine) A functioning HEARTH lab or equivalent facility, Damage, Combat, Heavy, Two-Handed, Cleave

Item Tags: Damage Combat

Filodoug

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