Wondrous Item, legendary

Activation Mechanics:

To use the arm’s abilities, the wielder expends a bonus action and rolls 3d6. The arm must recharge for 1d4 rounds before another activation. The total roll and symbols displayed on the slot machine dictate what the arm does.

 

Effects Table:

Roll Total Effect

3-5 Overload: The arm malfunctions, releasing a burst of chaotic energy. It flails wildly, dealing 2d6 force damage to all creatures (including the user) in a 10-foot radius and takes double the amount of time rolled to recharge.

6-8 Grab and Smash: The arm extends grabbing a creature or object within 30 feet. The target must succeed on a DC 14 Strength saving throw or be pulled adjacent to the user and smashed into the ground, taking 3d6 bludgeoning damage.

9-11 Reactive Shield: The arm twists to intercept an incoming attack. It automatically imposes disadvantage on one attack roll targeting the user, and if the attack misses, the arm counterattacks, dealing 2d6 slashing damage.

12-14 Magnetic Pull: The arm emits a magnetic wave, pulling all metal objects and creatures wearing metal armor within 15 feet toward the user. Creatures must make a DC 14 Strength saving throw or be pulled adjacent to the user and restrained until the end of their next turn.

15-17 Surgical Strike: The arm extends with precision, delivering a devastating blow to a creature within 15 feet. The attack deals 4d6 piercing damage and ignores resistances.

18 Jackpot Assault: The reels align perfectly, and the arm enters an overcharged state. It launches up to three attacks against creatures of the user's choice within 30 feet, each dealing 4d6 lightning damage. Afterward, the arm becomes inert for only 1 round.

If all three dice rolled are the same number, the arm triggers a "Lucky Triple" effect. This effect varies based on the rolled number:

 

Roll (Triple) Effect

1 (Triple 1) Critical Malfunction: The arm glitches uncontrollably, spinning and jerking wildly. The user is stunned for 1 round, and the arm damages a random creature within 10 feet (including the user) for 3d6 force damage.

2 (Triple 2) Barrage of Strikes: The arm performs three rapid strikes at targets within 10 feet, each dealing 2d6 slashing damage. The user can choose different creatures or strike the same target multiple times.

3 (Triple 3) Thunderclap Smash: The arm releases a thunderous shockwave. All creatures within 15 feet of the user must make a DC 14 Constitution saving throw or be knocked prone and take 4d6 thunder damage.

4 (Triple 4) Energy Surge: The arm channels a surge of raw magical energy, causing a Lightning Bolt to shoot out from the arm in a 100-foot line. Creatures in the line must make a Dexterity saving throw (DC 15) or take 8d6 lightning damage, half on a success.

5 (Triple 5) Healing Burst: The arm channels restorative magic, healing the user or a target they touch for 6d6 hit points. Additionally, the arm repairs itself, restoring 3d6 hit points.

6 (Triple 6) Final Jackpot: The arm goes into a hyper-activated state, unleashing its most potent ability. It casts Arcane Explosion (6th-level spell) centered on a point within 60 feet. Each creature in a 20-foot radius must make a Dexterity saving throw (DC 16), taking 6d10 force damage on a failure or half as much on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
11/23/2024 2:45:10 AM
12
0
5e
Coming Soon
Ice_Majora