The Armature is magical, and confers 21 gripping strength to one hand. It also acts as a shield (+2 AC), with advantage against edged weapons and disadvantaged against blunt force weapons (for damage resistance/vulnerability). The armature confers +2 Hit and +6 Damage to melee weapons held in the arm using the armature and +6 Damage to hurled weapons at short range, if hurled using the armature arm. Two handed weapons receive no bonus for hitting or damaging, but the armature still functions as a shield (making it the only shield in D&D for a character wielding a two-handed weapon. In the event the underlying physical arm is dismembered, the armature can graft itself permanently onto the character, becoming the characters actual arm afterwards. It can be repaired using artificer tools, and can withstand 45 hitpoints of damage before becoming non-functional (not considering severing of the hand, etc). It is invulnerable to acid, and must be attuned to the character.
Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Bonus: Magic, Damage: Unarmed Attacks, Damage, Combat, Two-Handed, Push
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