An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can remove the armblade from your forearm to stow it somewhere or reattach it. While it is attached to your forearm, you can use the weapon as if you were holding it, and you can't use that hand for other purposes (provided you have a hand to use and not a stump).
When you take the Attack action on your turn, you can choose to activate the chainsaw, causing it to deal an extra 3d6 slashing damage on all attacks made before the end of your next turn. Once you have used this property, you cannot do so again until you coat the weapon in a pint of oil during a short or long rest.
Proficiency with a Scimitar 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.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Warforged or a character with a severed hand and proficiency with Tinker's Tools, Damage, Combat, Finesse, Light, Nick
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