Battle arms are prosthetics that come in all shapes and sizes but are all meant for one thing: combat
A battle arm has 35 uses. One hour of usage will expend one use. It regains all uses if a new fuel canister is placed within the arm.
Battle arms have 50hp. They have resistance to piercing and slashing damage made with nonmagical items. They are resistant to fire damage. They are immune to poison and psychic damage. They are vulnerable to acid, lightning, and bludgeoning damage. If a critical hit is scored against a battle arm it will detach and fall to the ground, requiring the user to put it back on.
Battle arms come equipped with four different attachment, and with the right tools more can be made.
1: Hand. It comes with four fingers and one thumb, each as functional as their biological counterparts. You have advantage with any check or saving throw involving a hand and fingers when using this attachment. The hand can expend one use to send a 10 by 2 foot line of fire in the direction it is pointing. Anything in the line of fire must succeed on a DC 17 Dexterity saving throw. On a failed save the target will take 4d6 fire damage, and half that on a success.
2: Weapon. Any melee weapon can be attached to the arm if you activate this attachment.
3: Canister Shooter. Five canisters of the correct size can be loaded into this attachment. Each canister can be fired up to 300 feet away at an arc using one charge. Use the statistics for whatever is contained in the canister for effects and attack. If a target is struck by the canister itself it will take 4d4 damage at the start of the arc, or 6d4 damage at the end of the arc.
4: Flamethrower. A canister of fuel can be expended for up to ten minutes of continuous firing of the flamethrower. The flamethrower shoots a 35 foot cone constantly, and anything within the area must succeed on a DC 17 Dexterity saving throw. A target takes 4d10 damage on a failed save, or half as much on a success.
Notes: It must be adjusted for at least two hours each the first time it is worn to fit properly. Every time after that takes ten minutes to adjust.
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