Wondrous Item, very rare (requires attunement)

This artifact can harness the power of mystical inscribed runes to create potent elemental effects.  Rune arms equip to your offhand and can be used while wielding any crossbow or any one-handed item in the main hand.  Rune arms have a maximum number of charges depending on the rune arm's rarity. 

There are four different modes for the rune arm: Force Shot, Fire Blast, and Electrical Bolt and Glory Strike.  You can switch between the modes as a bonus action. 

Force Shot: Using once charge you propel 5 amount of orbs of force energy against a target within 120ft of you.  Make a ranged spell attack for each orb. On a hit, they do 1d6 + 9 points of force damage.

Fire Blast: Using one charge you expel a 15ft cone of flame originating from you. All creatures in the area must make a Dexterity saving throw against your artificer spell save DC. Targets take 6d8 fire damage on a failed save and half as much on a success.

Electrical Bolt: Using one charge you shoot a bolt of lightning in a 5ft x 30ft line in front of you. All creatures in the area must make a Dexterity saving throw against your artificer spell save DC. Targets take 6d8 lightning damage on a failed save and half as much on a success.

Glory Strike: You can use 2 charges to cast Steel Wind Strike, requiring no material components. After using this rune, you must spend a long rest to recharge this rune. 

Base Arm Features

The Artificer's Grapple: Dagger launcher that you may use to move 60 ft. in one direction as a bonus action. Using one of its charges, as an action, you may deal 4d4 piercing damage as a melee 5ft. attack or a ranged 80/240 ft. attack.

Familiarity: You can touch one item and cast Identify on it. Casting Identify in this way can only be done ritually.

Miscreant: You have advantage on Dexterity (Sleight of Hand) check

Notes: Artificer

Item Tags: Artificer

KeithParker

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