This wooden arm is constructed by an amalgamation of wood, vines and mysterious dark residue. In order to attune this item, you must be missing an arm and hold the wood to you for 10 minutes, or, in the case of a Warforged, it must be integrated into you upon your creation. Once the item is attuned to you, it functions as a normal arm and may be used as a spell casting focus. You also gain the following special features.
As an action you can cast Sapping Sting.
In addition, the arm has 7 charges and regains 1d4+3 charges at midnight. If you expend the last charge, roll a d20. On a natural 1, the arm goes limp and loses all magical ability for 1d4+3 days. On a natural 20, all non-sentient vegetation within a 20ft radius withers and dies, and the arm regains 1d4+3 charges.
You can use an action to expend 1 or more of the arm’s charges to cast one of the following spells, using your spell save DC and/or attack bonus.
1 Charge: Ray of Sickness
2 Charges: Ray of Enfeeblement
3 Charges: Vampiric Touch
4 Charges: Blight
Conjure Blights: As an action, you can conjure up to double your proficiency bonus in Needle Blights but you suffer 1d4 necrotic damage for every Blight summoned. The Blights appear in unoccupied spaces you can see within 60ft, and act after you, on your initiative. The Blights are friendly only to you, and obey telepathic commands you give them (this does NOT require an action). If no command is given, they will randomly attack a nearby creature within range. Each blight disappears when it drops to 0hp, are dismissed, or at midnight. This feature may only be used once per day.
Notes: Druid
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