A Prosthetic arm, made of wood and metal with exposed gears. When fit, the arm will immediately begin to bond with the user until it become a fully natural limb. Despite the artificial nature, the arm magically links with the user and allows them to use it as if it was a normal limb without any issues (though they cannot feel through it). The arm is indestructible and can do 1d4 unarmed attack or can be used as a shield on reaction to block non magical damage with a Dexterity save of 16 (add Dexterity modifier)
A special function is the metal plate resting in the palm, when focused by the mage, allows them to perform spells through it as an Arcane Focus
The arm is always found unfinished but has some degree of work put into it, having strange carvings put across them that the user can focus on and allows the user to perform 1 of 3 spells that can be changed after long rest. The user does not require charges to use any of these at the cost of halving the spell attack modifier. They have 10 charges when found and regain 1d4 every long rest.
Arcane Bolt: The user fires 2 Magical bolts that do 2d8 force damage (Make individual rolls). The user can release more bolts at the cost of removing 1d4+3 health points for each bolt extra. The bolts have 180 feet range but vanish after passing this range. By fully removing the Spell attack modifier, the user can choose a single spell effect (Burning, Radiant, Frost, etc.) that lasts until the end of battle. The user can "Charge" the Arcane Bolts and manifest them, holding them and summoning more at the cost of losing their turn to summon more.
Arcane Blade: The user forms a blade of magical energy, malleable to any preferred sword (Rapier, Short, Great, etc.) and they do 3d8 slashing damage with the ability to ignore armor and resistances at the cost of the user taking half damage of the total dealt damage (only if a hit lands). The sword can be disconnected to the user and thrown (on successful throws, the sword is immediately returned to hand), being a weapon they have finesse with. On a failed throw, the sword can be called back at the cost of a turn.
Arcane Arm: The user creates an arm made of magical energy that has 120 feet of movement and has an ethereal link to the prosthetic, allowing them to pull themselves with it or objects to them. The arm has 20 AC, 20 Strength, and equal Hit Points to the user. The arm does not require concentration to keep active and makes melee attacks equal to your spell modifier. If the arm is used for melee attack, the arm does 4d8 bludgeoning damage and the attack can be doubled if the user takes 2d6 damage for each use of this (the damage will always be something you have no resistances or immunity to). On a reaction, the user can use the arm as a shield to block damage (The user rolls a D20, if the roll is above 10, they will succeed in the block and take no damage. If below 10, they take full damage and the arm is broken, requiring a turn to summon again)
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