Prosthesis Properties. This prosthesis consists of a ghostly limb, solid to the touch, and can enhance or replace anarm. It has the Hookshot (20 ft.) and Melee (2d6 necrotic,10 ft.) properties. Instead of firing a hook, the arm stretches and the hand grabs on to the target, but otherwise functions in the same way. While wearing the prosthesis, you can use bonus action to cause it to dissolve into thin air or to make it reform.
Ghostly Reach. The reach of weapons you hold using only the prosthesis, as well as unarmed strikes made using the prosthesis, increases by 5 feet.
Improved Hookshot. As an action while the hand is attached to a target, you can reel yourself in. When you do, you move a number of feet up to the item’s Hookshot range in a straight line towards the hand. In addition, the DC of the ability check required to forcefully detach the hook increases to 13.
Hundred Claws. While wearing the prosthesis, you can use an action to summon a barrage of ghostly hands that assault a creature within 10 feet of you. Make a melee spell attack against it (+5 to hit). On a hit, the creature takes 2d6 necrotic damage and you can immediately attack it in this way again as part of the same action. You can make a maximum of three attacks with each use of this property. Once the property has been used, it can’t be used again until the next dawn.
Notes: Damage: Necrotic
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