Wondrous Item, very rare (requires attunement by a losing an arm, and then replacing it with the Arcane Bionic Arm.)

This intricately designed bionic arm is a marvel of both arcane and mechanical craftsmanship. Made of a blend of enchanted metals and powered by magical energy, the arm replaces a lost limb or can be grafted onto the user's body. The arm hums faintly with arcane energy, and runes etched into its surface glow when it channels magic.

Properties:

  • Arcane Focus: The Bionic Arcane Arm can be used as a spellcasting focus for your wizard spells.

  • Spell-Powered Enhancement: As a bonus action, you can channel arcane energy into the arm to grant it additional abilities for 1 minute. The ability you gain depends on the level of the spell slot expended:

    • 1st-Level Spell Slot: You gain a +2 bonus to attack rolls with the arm, and its damage becomes magical, bypassing resistances.
    • 2nd-Level Spell Slot: You gain the benefits of the 1st-level slot and can make one additional Unarmed Strike attack during this minute.
    • 3rd-Level Spell Slot: You gain the benefits of the 2nd-level slot, and your Unarmed Strike attack deals an additional 2d8 force damage .
    • 4th-Level Spell Slot or Higher: You gain the benefits of the 3rd-level slot, and you can use your reaction to cast Shield (without expending a spell slot) when you are hit by an attack.
  • Overcharge (Once per Long Rest): You can expend one spell slot of 3rd level or higher to release a burst of energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 4d8 force damage on a failed save, or half as much on a successful one. After using this ability, it cannot be used again until you finish a long rest.

Drawbacks:

  • Arcane Dependency: The Bionic Arcane Arm requires magical energy to function at full capacity. Each time you use the Arcane Strike, Spell-Powered Enhancement, or Overcharge abilities, you must expend a spell slot. If you do not expend a spell slot, the arm functions as a normal prosthetic and cannot be used as a spellcasting focus until recharged.

  • Magical Overload: Whenever you use the Bionic Arcane Arm to cast a spell, make an Arcane Strike, or use the Overcharge ability, roll a d20. On a roll of 1, the arm becomes overloaded with magic, and you take 1d4 force damage as the arcane energy backfires. The overload does not interrupt the action, but it does cause a brief surge of pain.

Flavor:

  • Unpredictable Behavior: Occasionally, the arm may twitch or move on its own, especially in the presence of strong magical energy. This behavior might draw unwanted attention or cause minor social discomfort among those who view the arm as unnatural or dangerous.

Notes: Bonus: Ability Checks, losing an arm, and then replacing it with the Arcane Bionic Arm.

Previous Versions

Name Date Modified Views Adds Version Actions
8/26/2024 9:29:21 PM
2
1
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Coming Soon
ElvenTheif

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