Armor (shield), artifact (requires attunement by a The mechanical arm is grafted onto living flesh and bone in a horrifically painful procedure. As the wounds heal, the links between man and metal form, making the wearer increasingly attuned to the mechanical arm, until it surpasses the dexterity and speed of a normal human hand)

The mechanical arm is made up of three brass struts, replacing the arm bones, around which are placed a smattering of clockwork apparatuses, winding gears, and oiled leather flexors, allowing for movement. This version leaves much of the mechanics open and apparent, giving the wearer a  rather unique look. 

The mechanical arm grants the following changes:

At attunement level I:

-Acts as a +2 modifier to AC, as its brass struts can be used to deflect blows and missiles

-Allows the wearer to carry heavy objects with ease, increasing carrying capacity by 50 lbs

-Gives disadvantage to stealth rolls due to the whirring of the gears and the somewhat spasmodic movements of the arm that occur as a result of less than complete control

-Gives disadvantage to Dexterity checks and skill checks that rely on that hand

At attunement level II:

-Acts as a +2 modifier to AC, as its brass struts can be used to deflect blows and missiles

-Allows the wearer to carry heavy objects with ease

-Wearer no longer incurs disadvantage on dexterity checks

- Grants advantage to Athletics tests that rely on that arm (eg. climbing, swimming)

-Grants disadvantage to stealth checks due to the whirring sound of the gears

At attunement level III:

-Acts as a +2 modifier to AC, as its brass struts can be used to deflect blows and missiles

-Allows the wearer to carry heavy objects with ease, reducing effects of long travel by one level of exhaustion

-Wearer has advantage on dexterity checks

- Grants advantage to Athletics tests that rely on that arm (eg. swimming, climbing)

-Wearer has become so attuned to the arm that they can avoid unnecessary movements and whirring that would give them away. The arm no longer incurs disadvantage to stealth rolls.

 

Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Notes: The mechanical arm is grafted onto living flesh and bone in a horrifically painful procedure. As the wounds heal, the links between man and metal form, making the wearer increasingly attuned to the mechanical arm, until it surpasses the dexterity and speed of a normal human hand

NemoCaptain

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