Wondrous Item, legendary (requires attunement)

The Arm of the King replaces a lost arm. While it's attached, it functions identically to a natural arm and it can’t be removed against your will. It detaches if you die. You can attune to this item as an action, rather than over the course of an hour. While attuned to the Arm of the King, your Strength score becomes 25. The Arm has no effect on your Strength if your Strength score is already equal to or greater than 25. The Arm can magically unlock any lock or door that has the Mark of the First King, which resembles a stylized handprint. The Arm of the King has 10 charges. It regains all expended charges on a long rest. 

Ultrahand (1 Charge). You can cast the Telekinesis spell at will for 1 hour, but you can only target objects. If you don't already have the Spellcasting feature, Strength is your spellcasting ability score for this spell. While concentrating on Telekinesis, you can use a Magic action to magically attach an object you are manipulating to another loose object that isn't being worn or carried. The two objects adhere to each other, connecting at a point chosen by you and becoming a single object. The connection breaks if any of the attached objects are reduced to zero hit points. You can also use a Magic action while concentrating on Telekinesis to manipulate an attached object and break the connection.

Ascend (1 Charge). As a Magic action, you magically ascend towards a mostly horizontal surface composed of a solid material, such as metal, stone, glass, wood, brick or earth. The surface must be no more than 30 feet directly above you. Once you touch the surface, you meld into the material and travel through it at a speed of 30 feet per round, appearing on the top surface of the material directly above your point of ingress. While you are traveling through the material, you don't need to breathe, you are considered Blinded and Deafened with regards your surroundings, and Incapacitated while moving in this way. If you don't have enough space to emerge on the other side, you are shunted back down and take 16 (3d10) force damage, but the charge isn't expended.

Recall (3 Charges). As a Magic action, you target an object you can see within 300 feet of you. If the object has moved within the last minute, it harmlessly moves back to the space and position it was at 1 minute ago, taking 1 minute to reverse the path it traveled in that minute. If the object hasn't moved or been moved, you don't expend any charges and nothing happens.

Fuse (5 Charges). As a bonus action, you fuse a Tiny, Small or Medium object that isn't being worn or carried (except by you) directly to a nonmagical weapon, shield, or piece of ammunition you are holding or carrying. A weapon or piece of ammunition becomes magical and gains a bonus to damage rolls for 1 minute. A shield becomes magical and adds a bonus to AC until the start of your next turn. If the object was a monster part, the bonus equals half that monster's CR, rounded down (minimum 1). Otherwise, the bonus is determined by the object's material:

  • Rope, cloth, paper = +0
  • Crystal, glass, ice = +1
  • Wood, bone = +2
  • Stone = +3
  • Iron, steel = +5
  • Mithril = +7
  • Adamantine = +10

If the object or monster part is elemental in nature, on a weapon or piece of ammunition it also deals 1d8 extra Acid, Cold, Fire, Lightning, Poison or Thunder damage, and a shield will grant resistance to that damage type, as determined by the GM. At the GM's option, certain other objects may have additional effects, such as attaching a bomb or alchemist's fire to an arrow might produce an explosion. The object you fused to your equipment is destroyed when its magic fades.

Notes: Set: Strength Score, Control, Utility

Previous Versions

Name Date Modified Views Adds Version Actions
7/12/2023 10:50:45 AM
20
0
2.0
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7/12/2023 10:50:53 AM
29
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3.0
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7/12/2023 11:13:47 AM
22
1
1.0
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11/27/2024 7:00:16 AM
31
3
1.0
Coming Soon

Item Tags: Control Utility

ValosOrtaga

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