Once per turn, you may attack with this arm using the Attack action or a Bonus Action. This arm functions as a regular melee weapon, dealing 2d6 bludgeoning damage on a hit. The target must make a Strength saving throw with a DC equal to your Spell Save DC or be pushed back 10 feet, suffering 1d10 bludgeoning damage and being knocked prone if pushed into a wall.
This arm has 3 charges. While it is attached to your body, you can use an action to expend 1 of its charges to cast the burning hands spell from it.
The arm regains 1d4 - 1 expended charges daily at dawn. If you expend the arm's last charge, roll a d20. On a 1, the flamethrower mechanism misfires and must be repaired by a successful DC 20 Tinker's Tools check.
Notes: Damage, Combat
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