This crimson bangle stretches and bends with ease, but wraps tightly around the forearm whenever worn. Three small rubies are embedded in the metal, with black runes scratched into the metal's surface.
Blood Binding. Upon attuning to this item, you take 4d6 slashing damage as it slices through your entire forearm. However, your hand remains alive and connected to the arm through the magic of this item. The band remains permanently connected and attuned to you unless the entire limb is removed, or is targeted by a Greater Restoration, or other similar magic. Casting such a spell reattaches the hand in the process.
While attuned, you may use a bonus action to twist the band and detach your hand, which levitates and is animated through your life force. On your turn, your hand may move up to 30 ft., and you may use your action to perform any tasks you could reasonably do with one hand, such as cast spells, wield one-handed weapons, or lift objects. If you cannot see your hand, you have disadvantage on any rolls using it. It has a carrying capacity equal to three times your Strength score. If your hand is greater than 60 ft from you at any given time, it instantly loses its connection to you and falls to the ground, but regains this connection once within range.
The hand has hit points equal to 1/4 your current hit points. When separating your hand, you suffer damage equal to this amount, and your hit point maximum is reduced by this amount. When reattaching your hand, your hit point maximum increases to normal, and you regain half the hit points the hand still has. In combat, your hand retains your AC, and is resistant to all damage. If your hand is reduced to 0 hit points, it falls to the ground and remains unusable, even if reattached, until you finish a long rest. Reattaching your hand requires you to be within 5 ft of it, and requires a bonus action.
Notes: Utility, Exploration, Combat, Handwear
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