These massive metallic arms call back to the magics of ages long forgotten and are capable of turning even the frailest of warriors into a force of reckoning. The exposed crystals hum and glow with soft echoes of life while suspending slabs of metal above the ground. Whether a forebear to the Warforged or Golem kind, they act as a boon to any who possess them.
These arms are controlled by the user and are able to take one separate action on the user's turn.
Activation: These arms continuously float but can only be actively be controlled for 10 minutes daily. It takes a bonus action to assume control of or deactivate the arms. If deactivated, the time spent active is rounded up to the nearest minute for remaining uses that day.
The actions these arms are capable of are broken down below:
- Assisted Grapple: Using this action, the user gains advantage on grappling attempts they attempt that round.
- Guard: Protecting the user, the arms provide half cover until the beginning of the user's next turn, reducing the users movement speed to 0ft.
- Heavy Lifters: The arms can preform a Strength Check in place of the user and are considered to add +5 (Strength) to the roll.
- Shield: The arms are capable of holding a shield for the user. Only one shield can be applied to the user's armor class at a time.
- Attacking: The arms are capable of attacks with details below, sharing the user's proficiencies and attunement of granted a magical weapon.
- Weapon: Attacking with a wielded item as an action, using the following details.
- Proficiency +5 (Strength) +Weapon Modifier = Attack Bonus
- Weapon's Die +5 (Strength) Weapon Modifier = Damage Dealt
- Unarmed: The arms can strike out as an action, using the following details.
- Proficiency +5 (Strength) = Attack Bonus
- 1d6 Bludgeoning +5 (Strength) = Damage Dealt
- Weapon: Attacking with a wielded item as an action, using the following details.
- Limitations: Akin to heavy armor, these bulk arms give disadvantage on Stealth Checks.
- Recharge: Regains the 10 minutes of use every dawn.
Notes: Disadvantage: Stealth, Extra Action separate on your turn. , Damage, Utility, Combat
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