Wondrous Item, rare
The clockwork surgical prosthetic hand is a mechanical prosthetic to replace a missing arm, and is enchanted with medical skill.
While equipped in place of a missing hand, the user can:
- Help action as a bonus action
- Stabilize a creature as a bonus action, which follows these variant rules:
- A Stable creature loses all failures and keeps making saves. Any failures rolled while stable (including nat 1s) count as 1 success and all successes count as 2 successes (and nat 20s counting as 3 successes!). If a stable creature is healed, it also recovers an extra 5hp for each death save success it had when healed. If a stable creature succeeds all its death saves, it awakens without penalty and can make actions and take its turn immediately. The healer's feat also provides a stable creature with an additional 1d8 hp when it recovers.
The user gains +1 to Medicine checks.
Because of the Alnicove used to make it, it is also both electrically conductive and magnetic, and has the following special effects. Note that if the clockwork surgical prosthetic hand is made of a different material, it will have different effects.
- When a creature within 15ft of you is targeted by lightning damage, you can choose to have the attack target you instead.
- You can choose one attack per turn that deals lightning damage, and deal 1 additional die of damage, not affected by crits.
- Your unarmed strikes can do 1d6 lightning damage instead of their usual damage.
- You can manipulate small or tiny metal objects within 15ft to be either repulsed or drawn to your hand, provided they are magnetic.
Notes: Bonus: Medicine, Melee Weapon Attack: Lightning, Healing, Utility
Previous Versions
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Coming Soon
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