Wondrous Item, legendary (requires attunement)

This prosthetic arm was once worn by a legendary pirate known as Capt'n Hook, who lost his arm in a duel as he tried to block the blade of his foe's vorpal sword. To attune to this prosthetic arm, you need to hold it fo the stump of your arm. It grafts itself to your arm and becomes a functional appendage, although it ends in a sturdy metal hook rather than in a hand. The hook is not suitable to wield any weapons or spellcasting foci with it and can't be used to handle most smaller objects. The arm comes with a set of various hooks which can be unscrewed and replaced as an action, with the following properties:

  • Blood hook. This hook can be used as a simple, magical melee weapon that deals 1d8 piercing damage on a hit, grants a +2 bonus to attack and damage rolls and has the properties of a sword of wounding
  • Climbing hook. With this hook, you have a climbing speed equal to your walking speed, but while using this climbing speed your prosthetic arm is occupied. In addition, when you are about to be forcibly moved against your will, you can use your reaction to ram the hook into the ground or a nearby wall to anchor yourself, negating any forced movement until the start of your next turn.
  • Grappling hook. You can use this hook to grapple creatures up to two sizes larger than you and you have advantage on any check you make to grapple a creature or to maintain a grapple. A creature grappled by the hook takes 1d4 piercing damage at the start of each of its turns until the grapple ends.
  • Heavy hook. When you use this hook to pull or lift objects, your pulling or lifting capacity is doubled and you can use it as a crowbar.

In addition, with this prosthetic arm you have advantage on all Charisma (intimidation) and Charisma (persuasion) checks made to interact with pirates and other criminals, and as a bonus action on your turn, you can present the prosthetic arm with any hook attached to it and yell out “Arrrr!“. All creatures of your choice within 30 feet of you must succeed on a Wisdom saving throw or are frightened of you for one minute. The DC equals 8 plus your charisma modifier plus your proficiency modifier. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you have used this property, you can't use it again until the next dawn.

Notes: Social

Item Tags: Social

Semako

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