Automail Arm
(Uncommon, must be attached to your nervous system.)
A.C - 20 (17 + Dex mod) H.P - 66 (8d12)
Strength - 21(+5) (3d6 + Current Strength mod) if you can cast spells this counts as a focus adding +1 to your Spell D.C
Attack =
Heavy Unarmed Strike
+Str mod to hit 2d8 + Str mod ( Add pro mod to hit and damage mod if pro in Unarmed strikes)
Reactions =
Parry - When used on a normal hit the wearers A.C becomes the A.C of the Automail Arm.
Cracking Parry - When used to Parry a Nat 20 the parried attack becomes a normal hit. This does add a crack to the Automail Arm, after 4 cracks the Automail Arm becomes useless until repaired by a mechanic.
Defense =
Weapon Catch - When an enemy goes to hit the wearer of the Automail Arm with a melee weapon attack the wearer of the arm can sacrifice there next turn to attempt to catch the weapon in their hand. Competing Str checks are rolled. If the wearer’s Str check is successful both parties are locked in place until the Attacker uses an action to end the hold or the wearer uses a bonus action to end the hold. If the wearer's Str check is a failure the attack happens as normal with the Automail Arm taking the damage. If the arm hits 0 H.P it becomes useless until fixed by a mechanic.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
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