Weapon (greatclub), unknown rarity (requires attunement by a Must be attuned to by a artificer, can only be attuned if they made them, or have spent three or more hours practicing them.)

A heavy backpack covered with scraps of black leather held onto the surface by nothing more than a few shabby stitches, and easily removed with a small steel belt clip. Unclipping it they fall back with ease revealing the wiring gears and small hydraulic pieces, two large water tanks sit on either side of a dial constantly bobbing to keep track of heat. On either of the player's hands is a gauntlet, wires running the length or either arm hooking them into the pack, on one hand, sits a small red button, pushing it causes two medium creature-sized arms to release from the pack and hover two feet over your other arms. Players will notice that moving one arm in any way brings the other to mirror it in exact movements, this makes these able to mirror attacks and any actions with ease. These are the Handy Helpers, an artificer's best friend for even the simplest of tasks, with a press of the blue button on your other hand these hands will extend forward to a maximum of five feet, who needs a Mage Hand when you have brass bionics?

Warning in cases such as explosions, moving items over 400lbs, or vigorous movement the player must roll a percentile, 20% or better in your just fine, though if you roll below the arms will break, in which case you roll another percentile (at DM's discretion) to determine how broken the Handy Helpers are. However, keep in mind if the arms are extended it ups that number from 20% to 50% and halves the possible carrying weight of the item. To sustain the use of this item it must be daily refilled with water.

Attack: [roll]1d20+3[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d10, 2{1d10}.expand()))+5[/roll]

Proficiency with a Greatclub 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.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Bonus: Sleight of Hand, Speed Reduction: Impose, Stealth Disadvantage: Impose, Must be attuned to by a artificer, can only be attuned if they made them, or have spent three or more hours practicing them., Control, Combat, Artificer, Two-Handed, Push

Item Tags: Control Combat Artificer

WeaponX0319

Comments

Posts Quoted:
Reply
Clear All Quotes