This item replaces a lost limb—a hand, an arm, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
This limb is mechanically complex, and inside it are every tool an alchemist would need need to brew potions or concoct poisons. This magical prosthetic counts as Alchemist's Supplies, +1 and a Poisoner's Kit, +1. Various gears and levers whir inside this prosthetic limb as several of the fingers can be rotated into the limb, replaced by various types of tongs, tweezers, measuring tools, flask holders and syringes. A small blowtorch of some kind pokes out from the wrist below the palm. Three transparent tanks filled with various chemicals and brews can be seen inside the arm. The most notable feature however, is the set of thick needled syringes that are mounted to small arms above the back of the hand, with tubes leading into the arm. A small gesture allows the arms to extend forward, positioning the needles in front of the knuckles, allowing the needles to be wielded similarly to a clawed gauntlet.
While attuned to this magic limb, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your artificer spells.
This magical arm has 3 tanks that can each hold 1 dose of a potion or poison. As an action, you may load one potion or poison into one of the arm's empty tanks. As a part of a short or long rest, these tanks can be fully emptied into empty flasks or vials.
While attuned to this arm, as a bonus action, you may inject one of the stored potions or poisons into a willing or unconscious creature.
While attuned to this arm, as an action, you may make a melee weapon attack with this arm. This is treated as a finesse weapon that you are proficient with. If it hits, you deal 1d6 points of piercing damage, and you may inject one stored potion or poison into the targeted creature. The creature then treats the potion or poison as is if it was ingested. If the potion or poison is not normally ingested for its effects (such as injury, contact, or inhaled poisons), the severity or effectiveness of this ingestion is up to your DM's discretion. For example, if you inject a creature with basic poison, the creature may have either disadvantage on it's saving throw, or the poison may deal additional damage, as this is a much more concentrated and direct application than it would be coated on a dagger. This could also be a negative adjustment, as some poisons need to be inhaled to be effective. Again, this is up to your DM's discretion.
Proficiency with a Shortsword 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Bonus: Magic, Bonus: Spell Attacks, Bonus: Spell Save DC, artificer proficient with Achemist's Supplies and a Poisoner's Kit, Buff, Focus, Finesse, Light, Vex
Previous Versions
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