After every long rest add 2d20 temp hp to your character.
If you roll a melee attack that is a 19 or 20 using this arm the attack counts as a crit. But if you roll a natural 1 the gem inside begins to crack. The crack will grow until you have 25 total natural 1's using this arm. Then you are unsure of what will happen after.
Each time you roll a natural one with a melee attack weith this arm, roll on the sorcerer's wild magic table. Also, begin to subtract 1 from your temp hp total each day. IF you begin the day and your temp hp roll is 0 or lower then it simply doesn't get added for the day. For example, if you have 69 total hp and roll 14 temp hp for the day but have rolled 15 nat 1's your character, you will continue to have 69 total hp. If you only rolled 11 total nat 1's then you just add 3 temp hp for the day.
Notes: You focus on the energy coming from the crystal in the forearm. You match it's power and then overcome it, forcing it to bend to your will. It is yours.
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