Arm of Aetheric's Reach - Rare Wonderous Item
"Only fools think great power comes without great sacrifice!"
-Master Tinker Aetheric of Brand-Churl as he stormed out of the council halls when they voted to banish him.
Aetheric was a genius and a madman amongst the Crafters of Brand-Churl. Eventually he was run out of the city when even the staunchest defenders of his work couldn't stand the cruelty of his inventions. His works left in the city were either destroyed or vaulted away in the depths of the great Tinker's Guild dungeon. A few inventions of his were smuggled out and are now produced in Black Market smithery's at varying quality and even more dubious safety controls.
The arm resembles an ornate brass colored metal gauntlet that covers the wearers arm up to the bicep. The metal of the arm is very durable and cannot be scratched or dented by normal means. While unused the gauntlet looks like a bulky full arm dressed gauntlet often worn by gladiators and barbarians. Carved into the surface of the gauntlet are runes of differing magical natures. On the back of the gauntlet is a small square with a pattern of 3 circles.
While worn (after attunement) the gauntlet is much less bulky and has conformed to where the original arm was. It then faintly glows along the runes and exposed long lines that resemble veins and tendons of the former arm. The glowing runes are visible only with close inspection or in dim or no light. The square on the back of the gauntlet now shows 3 glowing circles, which as charges are expended go out until the gauntlet recharges.
Attunement:
Donning the gauntlet and trying to activate it will kill any character that fails an immediate DC 13 CON save. The rather bulky arm length gauntlet can be put on and activated with a single press of a rune switch on the back. Once pressed the gauntlet will lock onto the arm of the wearer and begin merging its brass-colored metal with the skin and bone of the wearer. A roll for Constitution (DC 16) should be immediately rolled after surviving the initial CON save, on failure wearer will pass out (unconscious) or on save will be frightened and immobile from the pain. After an hour the gauntlet will essentially have replaced the wearers arm from the bicep and outward. Can only be removed with a Wish spell or severing the arm at the shoulder, arm will not regenerate from the spell or ring as the fundamental nature of the arm is forever changed. This attunement process is why the magical item was banned from the city and discontinued.
Properties:
This arm is highly resistant to heat, and cold and immune to acid and necrotic damage. It takes 2 rounds for heat and cold damage to affect the arm and its wearer and no amount of acid or necrotic can harm it. This does not provide additional protection to the rest of the wearers body.
Hill Giant Strength: The wearer strength is to 21 while wearing this item.
Ferrium Alloy: The arm can be used as a Shield +1 for the purpose of blocking a melee attack. It will not block ranged attacks like a shield.
Uncanny Reach: Three times per a short rest the character may use a bonus action to reach and grab or grapple an object or enemy up to 20 feet away. Standard grappling check. Once grabbed or grappled the object can be pulled to an adjacent space by the character. Releasing the object is a free action on the characters turn.
Notes: Bonus: Unarmed Attacks, Set: Strength Score, Requires Attunement. See below for details., Damage, Cursed, Handwear
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