Arcano-mechanical arms 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 arms, therefore in order to attune to it they have to be without an arm or have already replaced their arm with this one.
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 arm's size, or the assumed size that the other arm should be proportionally if that arm is missing. The shoulder can extend two inches further than a normal arm, and is made of strong metal, allowing for quite the intense metal punch. (1d4+dexterity or strength modifier+Proficiency+1 once initially attuned.)
This arm has attached to it a weapon. The weapon is part of the arm, and extends outward from the forearm of the user behind the back of the hand. This arm, upon first attunement will connect with the user and sense when they want the sword to come out, which they control by flicking or moving the arm in pushing motion or etc.whilst wanting the sword to come out.
The arm 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.
The arm itself has the following properties upon first attuning to it:
The arm 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 arm in any way. Unless a powerful magical dispel is used on the arm within 6 seconds before hitting the arm it can not be damaged unless the wielder wishes it to be. There are not many arms like this one in the world, this is quite rare, and most would assume crafted by a fine inventor or the wielder.
The arm can cast Heat Metal once per day (Recharging at dawn), heating both the arm and what it touches. The arm takes no damage from this, neither does the wielder. The arm gains 1d6 fire damage to all attacks made with it's weapon until the end of it's next turn.
The arm 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 arm, the following abilities are gained:
Allows user to cast three spells at will:
Alter Self - 1 charge
Fabricate - 3 charges
Shape Stone - 2 charges
Fireball (at level 4) - 1 charge
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 arm also gives proficiency to spell attacks made with it.
Notes: Bonus: Armor Class, long rest after using a day getting used to controlling the new arm; 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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