While this arm is attached you gain advantage on all Strength(Athletics) checks made to lift, or throw thing with you arms, as well as advantage on Strength(Athletics) checks to grapple creatures smaller than you. Your unarmed strikes with this arm do an extra d6 force damage, and gain +1 to your AC. While attuned to this arm you know the mage hand cantrip(the hand is invisible) it can attack doing an unarmed strike, and can lift creatures smaller than you and objects up to 120 lbs. This item has 6 charges it regains 1d4+1 charges daily, if the arm has no charges left roll a d20 on a 1 or a 2 the arm loses these properties. The number of charges increases by 2 charges when your reach 4th level(8 charges), 8th(10 charges), 12th(12 charges) 16th level(14 charges), 20th(16 charges). You can expend these charges to take the following actions(Some actions have level requirements which are listed next to those actions):
Arcane Punch: You make an unarmed strike which does 2d6 extra force damage instead of 1. To deal more damage you can expend 1 additional charge per d6 of force damage, the most extra charges you can expend in this way is 3.
Arcane Bolt: You make a ranged attack using any ability score of your choice with a range of 60 feet, the attack does 3d6 force damage. To deal more damage you can expend 1 additional charge per d6 of force damage, the most extra charges you can expend in this way is 3.
Shield(4th level): You cast the shield spell.
Chaos Bolt(4th level)(2 Charges): You cast the Chaos Bolt spell at 2nd level using any ability score of your choice as your spellcasting ability. To cast the spell at a higher level, you can expend 1 additional charge per spell level higher you would like to cast it, the most extra charges you can expend in this way is 3.
Chromatic Orb(4th level)(2 Charges): You cast the Chromatic Orb spell at 2nd level using any ability score of your choice as your spellcasting ability, without any of the material components.. To cast the spell at a higher level, you can expend 1 additional charge per spell level higher you would like to cast it, the most extra charges you can expend in this way is 3.
Spiritual Weapon(8th level)(4Charges): You cast the Spiritual Weapon spell at 4th level using any ability score of your choice as your spellcasting ability. To cast the spell at a higher level, you can expend 1 additional charge per spell level higher you would like to cast it, the most extra charges you can expend in this way is 3.
Arcane Shield(12th level)(6 Charges): Within a sphere with a radius of 5 feet, every attack on creature in the sphere misses, no creature that you do not accept can enter the sphere, and a creature in the sphere cannot make an attack against a creature outside the sphere. To maintain the sphere you must use your action every round and your speed is reduced to zero, after 1 minute you will need to expend another charge if you have this shield up for more than 1 round you will need to expend 2 charges to you this feature again, this resets after a long rest. You can also spend additional charges to increase the radius, for every charge you expend the radius increases by 5 feet, the most extra charges you expend in this way is 3.
Arcane Beam(16th level)(8 Charges): You make a ranged attack using any ability score of your choice with a range of 300 feet, the attack does 6d10 damage on a hit. To deal more damage you can expend 1 additional charge per 1d10 of force damage.
Arcane Orbs(16th level)(8 Charges): You create 2 orbs each does 2d12 damage roll a separate attack role for each one this attack roll can use any ability score of your choice. To create more orbs you can expend 1 additional charge per orb.
Arcane Smite(16th level)(8 Charges): Next time you make a melee weapon attack, or unarmed strike you deal an extra 8d8 force damage on a hit. To deal more damage you can expend 1 additional charge per 2d8 of force damage.
Prismatic Spray(16th level)(8 Charges): You cast the Prismatic Spray spell at using any ability score of your choice as your spellcasting ability.
Gate(19th level)(10 Charges): You cast the Gate spell, without any of the material components.
Prismatic Wall(19th level)(10 Charges): You cast the Prismatic Wall spell.
Time Stop(19th level)(10 Charges): You cast the Time spell.
Arcane Globe(20th level)(16 Charges): You create a massive globe of force and hurl it down every creature of your choice in a 60 foot radius takes 15d30 force damage. While take this action you can choose to and deal 30d30 force damage every creature within a 120 foot radius as a result you take 3d30 force damage, and the arm is destroyed.
Notes: Bonus: Armor Class, Advantage: Athletics, Must be missing 1 or more arms
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