Wondrous Item, very rare (requires attunement by a creature missing a hand or an arm)

This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it’s replacing.

While attached, the prosthetic provides these benefits:

  • The prosthetic is a fully capable part of your body.
  • You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can’t be removed against your will.
  • The prosthetic is a magic melee weapon with which you’re proficient. It deals (1d8)force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.
  • The wearer can attune up to two weapons to the arm which will allow the arm to wield the weapon the same as a regular arm.
    • Takes 24 hours to attune each weapon.
    • Can still wield a single weapon without attuning to it but the arm does not get proficiency modifier to attack roll.
  • Gives the user advantage on saving throws against spells.
  • Can be used to re-consecrate defiled holy ground

    1. Adds (1d4) worth of hp to any heals done to a singular target.
    2. Can use arm to cast
      1. Guidance, Mending, Gust, Heat Metal (non battle), Light
  • Must be attuned to the arm
  • Can be detected using 'Detect Magic' spell
  • Does not work in anti-magic zones
  • Cannot do sleight of hand due to constant whirring and clicking of limb.
  • Can't cast cleric spells from this arm (i.e. the flesh arm must use shield to cast spells)
  • Spells doing acid, cold, lightning, or fire damage cause the user to roll a DC 14 Dexterity saving throw, on a fail the spell will penetrate into the inner workings of the hand and the user will then roll a D6.
    • 1 -4 - No effect
    • 5 - Arm is damaged and nonfunctioning with weapon but can still hold a shield, user must take 1 minute to rest and repair prosthetic
    • 6 - Arm is totally nonfunctioning, user must take 10 minutes to rest and repair prosthetic and user loses all proficiencies with that are until a long rest.

Notes: Bonus: Armor Class, Bonus: Armor Class, Advantage: Saving Throws, creature missing a hand or an arm

Greybeard_Cloud

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