These magical and mechanical arms are made of adamantine with veins of amethyst running through them like veins. A warforged may integrate these into their body but all others must remove their arms and replace them with the Arms of the Apocalypse as a part of the attunement process. A creature must make a DC 20 Constitution Saving Throw when attuning this item if you are not warforged. On a failure you take 4d10 psychic damage, one point of exhaustion, and you fall unconscious for 1d6 hours.
This magical and mechanical weapon gives you a +1 on attack and damage rolls.
Once per turn you may choose to have an attack do an additional 1d10 Force damage. The damage dice for this weapon is 1d8.
Once per turn when you force a creature to move 5 ft. you may choose to force that creature to move an additional 10 feet.
Once per day the arms may cast the jump spell or freedom of movement spell, but can only do so once you are at half your maximum HP or lower.
This weapon deals an additional 6d10 Force damage on any creature that has killed a family member of yours.
These arms are possessed by a revenant that was not destroyed when it was supposed to and now offers aid in honorable quests of vengeance. The spirit of the arms is Chaotic Neutral. The arms have an INT of 16 (+3) CHA of 22 (+6) and a WIS of 14 (+2). The arms have a code of honor and does not speak unless that code is violated. The spirit cannot be revealed by an identify spell but a legend lore or similar spell reveals the spirit.
You may add your proficiency bonus to attack rolls made with this weapon if you have a damage die in your unarmed strike.
(Must be a Monk, Barbarian, or have a dice value for unarmed strikes to attune this weapon)
Proficiency with a Club 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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Melee Weapon Attacks, Damage: Force, Natural Weapon: Bludgeoning, Damage, Buff, Combat, Bane, Sentient, Light, Slow
Previous Versions
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8/9/2022 5:30:42 PM
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10/12/2022 9:16:32 PM
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Coming Soon
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