Weapon (greatclub), very rare (requires attunement by a Long Rest)

An arcane prosthetic hand made by a tinkerer in Blingdenstone. Over the years of use it's shown it's age. Movements are no longer delicate - they jerk and click into place with a mechanical whirr. You'd get it fixed if you could find someone capable enough to do so... 

Old and clunky. Slight of hand checks on actions using this hand are made at disadvantage. 

Shocking. The prosthetic limb allows you to cast shocking grasp (equal to your current level - per the spell). When casting this spell it deals you half damage since the mechanisms have worn down over time. Casting this requires a charge. Using all 4 charges in a day immediately expends the residuum and it makes the hand immobile until it is replaced. 

Stiff. When performing athletics checks that use this hand, strength checks or on critical hits roll 1 d4. On a 1 the hand locks into position holding whatever it has grasped in it's hand in place. The hand releases after a short rest or a you can release it by making a DC25 strength check. Releasing  by force is an action and may cause it to break. Roll 1d8 - on a one the hand breaks. 

Huge Hand. Unarmed attacks with this hand are rolled +1d8. 

This hand is powered by residuum and requires 50gp of residuum per week to power it. Should you run out of residuum - the hand looses function and is immobile. It can still be used as a blunt instrument. Any action requiring two hands is made at disadvantage. 

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: Long Rest, Two-Handed, Push

BeerSwinger

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