This metal armguard consists of three metal pipes that can be strapped to a creature's forearm. It ends in two rotatable metal bracelets with a peculiar set of holes engraved into them, while its other end is attached to a water tank best worn on the back via a cable. It can be worn by a Small or Medium creature.
The armguard houses a minor steam engine that ignites and launches the oil inside the pipes, creating effects similar to those of known spells. Casting a spell from the Armguard of Combustion consumes 5 dl of water, which the armguard then emits as steam. The water tank that generally comes with such an armguard can hold up to 20 l of water, allowing for a total of 20 spells. Spells can only be cast if the armguard has a water supply, the arm it is worn on is free, and the creature wearing it is attuned to it.
Spells cast from the armguard have a +4 to hit on spell attacks, and a save DC of 12. The armguard has 2 charges, and it regains 1 charge every 4 hours. As an action, the wielder can cast fire bolt from the armguard at will, or can expend 1 charge to cast burning hands or scorching ray from it. The fire bolt will do 1d10 fire damage even if the wielder is 5th level or higher.
If the armguard's charges are reduced to 0, that means the insides of the machines have become so overheated they cannot withstand another internal explosion. If the wielder chooses to cast burning hands or scorching ray while the armguard is in this state, the armguard will explode in a fiery fashion, dealing 4d6 fire damage to its wielder as well as every creature within 5 feet of the armguard.
The peculiar holes in the bracelets signify the kinds of projectiles they launch. If the wielder of the armguard wishes to cast a spell from it that is different from the spell the armguard was last used for, it must to take a bonus action to rotate the bracelets first. This can be done even if the creature is holding an object in its other hand, but not if the hand is tied down, broken etc.
Notes: Damage, Combat, Wristwear
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