The Arm of Artifice is a mechanical metal arm that can be magically fused to one's body, just below one's natural arm. To attune to it, it must be pressed to the side you wish to fuse it to for the entire attunement process. The arm then fuses to your body, and you can control it just as you would any other arm. If you ever lose attunement with the Arm, it harmlessly removes itself from your body. The Arm can do the following things while it is attached and attuned to you:
- Carry up to 100 pounds and assist in strength checks made to lift heavy objects, giving advantage on the check.
- Carry component pouches or arcane foci, allowing for their use as the material component in spells as normal.
- Perform the Somatic components of a spell. This can be done while it is carrying a component pouch or arcane foci, but it cannot be holding anything else.
- Carry Artisan's tools, assisting in their use and giving advantage on checks made where they apply.
- As a reaction, it can cast the Shield spell on it's wearer. This property can be used three times, and it regains all expended uses after a long rest.
- As a bonus action, the arm can attack a creature within 5 feet, dealing 1d10 magical bludgeoning damage in addition to the normal damage. This counts as an unarmed strike you make for the purposes of features such as Flurry of Blows. This property can be used once per turn.
The Arm of Artifice lacks the ability to attack with weapons, and shields held by the Arm do not grant any AC bonus to the wearer. However, the arm can be used as a second hand for the purposes of a weapon with the Versatile property, as long as the arm isn't holding anything. In addition, if the Arm is holding anything, it can be passed to one of your free hands at any time. Passing an item to the Arm of Artifice requires a bonus action.
Alternatively, if you are missing an arm, the Arm of Artifice can be fused to where the limb is missing. After attunement, the Arm connects to you, and can function just as your normal arm would, including with the ability to attack with weapons and wield shields effectively. It still has the other properties it would normally have if it were attached elsewhere, though you can perform material and somatic components with the hand as normal, with the exception of granting advantage to strength checks made to lift heavy objects and ability checks made with artisan's tools. If you regain the arm the Arm of Artifice is replacing, such as with the Regenerate spell, the arm harmlessly disconnects, and you lose attunement with it. You can attune to it normally once again afterwards.
Previous Versions
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