Arcano-mechanical limbs are creations of metal and clockwork enchanted to respond to the mental control of its wielder.
The character can only use this if it is replacing one of their limbs, therefore in order to attune to it they have to be without an arm or leg for the arm or leg to then replace it. Arms can of course only replace arms and legs can only replace legs.
It can be either an arm or leg, and it magically grows with the user's size, but can only grow during a long rest, and when no one is watching it, but it grows in very faint amounts unless withheld from growing, in which case it will instantly form new material to match the other limb's size, or the assumed size that the other limb should be proportionally if that limb is missing. The shoulder can extend two inches further than a normal arm, allowing for quite the intense metal punch. (1d4+dexterity or strength modifier+Proficiency+1 once initially attuned.)
This limb has attached to it a short-sword, scimitar, or rapier, or other weapon of the DM's choosing (unless the limb was crafted by the character, in which case the player decides, but can only use a weapon in their possession. This limb can be tinkered to hold a different weapon later, as well.) The weapon should not be two handed, and if the limb is a leg, it should make sense. The weapon is part of the limb, and extends outward from the calve or forearm of the user out of down the back of the heel or behind the back of the hand. This limb, upon first attunement will connect with the user and sense when they want the sword to come out, which they control by flicking the arm or kicking out their leg in some way whilst wanting the sword to come out.
The limb does not count as armor, but does give a +1 to AC since it is metal instead of skin, making one place harder to hit. If the character has multiple of these limbs, then each one adds another +1.
ONLY IF THE CHARACTER IS A WARLOCK OR SORCERER:
The limb may be a gift from their patron, or could even embody their magic. (Warlock)
The limb may be the source of wild magic abilities. (Sorcerer) [For this the character must gain the abilities after obtaining the arm, and in order to have them must be at least 1 level in wild mage sorcerer.]
The following is optional, but is used specifically in a campaign:
The sword has the following properties upon first attuning to it:
While attuned to this limb you can use a bonus action to command it either aloud or in your mind (using a command phrase or word of some sort), causing flames (or any other energy {Radiant, acid, psychic, etc. Up to the DM} once fully attuned) or eldritch energy (Eldritch is only If the character a warlock, can cast Eldritch blast, and is fully attuned to the limb, and it is the player or DM's choice as to whether or not to include this.) to erupt from the blade. This energy always sheds bright light in a 10-foot radius and dim light for an additional 10 feet, full attunement can choose up to 40 feet of bright light and 40 of dim light, with a minimum of 0 feet of light, canceling the light effect out. While the sword is ablaze, it deals an extra 2d8 fire (or other elemental) damage to any target it hits (in addition to its damage as a weapon). The flames last for 10 minutes, or until you use a bonus action to command it to stop, or you drop or sheathe the sword. If you drop or command the sword to stop, you can evoke the flames again within the 10 minute window as a bonus action. Sheathing the sword allows you to restart the 10 minute window, but requires an action to do so, otherwise the flames can continue for the 10 minutes. This has 3 uses and has no penalty when they are all used. It regains one d4 uses, if a 4 is rolled, a temporary extra use is available for four hours. This temporary use can only happen once per day, and uses are regained upon a short rest, a long rest puts them at 3, even if an temporary use is still available.
The limb has the following properties upon first attuning to it:
The limb can glow with a mostly controllable magma or fire colored glow between the parts. Upon looking inside when it is bright there seem to be red hot metal gears and sometimes even fire inside, though this does not harm the limb in any way. Unless a powerful magical dispel is used on the limb within 6 seconds before hitting the limb it can not be damaged unless the wielder wishes it to be. The limb can have sentience but most (97%) do not. There are not many limbs like this one in the world, this is quite rare, and most would assume crafted by a fine inventor or the wielder.
The limb can cast Heat Metal once per day (Recharging at dawn), heating both the limb and what it touches. The limb takes no damage from this, neither does the wielder. The limb gains 1d6 fire damage to all attacks made with it until the end of it's next turn.
The limb can cast Scorching Ray, however the wielder must be in a deep emotional state, whatever that may be. (Rage, anguish, contempt, hatred, sadness, etc.) the emotion must drive the character to attack. This does not have a limited number of uses, though there is a cool-down of one turn (if this is used then the wielder may not use it again until after their next turn).
Upon fully attuning to the limb, the following abilities are gained:
The weapon now starts with a max of 4 charges, and the max increases by 2 at level 6, 2 at level 12, 2 at level 18, and finally at level 20, charges increase to 15. Allows user to cast three spells at will:
Alter Self - 1 charge
Fabricate - 3 charges
Shape Stone - 2 charges
Fireball - 1 charge
The weapon charges can be replenished on a short rest by rolling a 1d4 plus your proficiency modifier. All charges are replenished on a long rest.
Spell charges are once per day (recharging at dawn or after a long rest). Alternatively you can regain 1d4 of charges for the spells during a short rest but cannot gain more than their max listed above. You choose which to put the roll into, and can split the roll among the spells (For example if you roll a 4 total, then you can choose to regain 2 fabricates, 1 shape stone and 1 alter self, the points go where you choose.) You do not add any modifiers to this roll.
The limb also gives proficiency to spell attacks made with it.
(Specific campaign only):
At level 15 to 20 (DM choice) the wielder of this limb is granted a single wish by Affrika, a soft, kind voice in the wielder's mind which can speak in any language. This can only happen once per wielder. If a new person removes the limb from the wielder and uses it as their own, then this can happen again to the new user, if Affrika deems them worth of a wish. Affrika will not grant evil wielder other than it's original a wish at any level lower than 20, at which point upon reaching level 20 the player must succeed a deception or intimidation check with a DC of 25, if they do then they successfully convince Affrika to grant them a wish, either by threatening them or deceiving them into thinking the wish will be for a good cause. If the character does want to wish for something good, truthfully, then upon wishing their alignment shifts from evil neutral or good (Chaotic and Lawful do not matter, and are determined by what the player already is at the time, or the DM's choice.)
Affrika ultimately rules over this limb. If Affrika at any point deems the wielder unworthy or finds that the wielder is exploiting it's abilities in ways unintended, then the limb either falls into it's individual pieces or vanishes into another plane.
Notes: Spending a long rest getting used to controlling the new limb; for full attunement {to use it's secondary abilities} one must spend a long period of time {at least 2 months, no more than a year} acclimating to the form, function, and properties of the new appendage.
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