Base Class: Fighter
"Groovy", a weapon replacing a hand? Leg? Hair lock? YES!
Groovy Prosthetic
After choosing this archetype at 3rd level, you lose, or have already lost, one of your hands. You have been able to improvise a melee weapon to attach onto the stub. This prosthetic weapon has the following properties;
- When attacking with the prosthetic weapon you can use Dexterity or Strength for the attack and damage rolls, you must use the same ability score for both rolls.
- You can make an attack as a Bonus Action using the prosthetic weapon.
- Your prosthetic weapon deals 1d6 weapon damage which is either bludgeoning, piercing or slashing. You choose the appropriate damage type when you create the weapon.
One-handed. You are no longer able to hold items in your missing hand, nor can you wield two-handed items.
S-MART
Beginning at 7th level, your torturous time dealing with monsters has hardened your resolve, or maybe you're just mad? HA! You are now proficient in Wisdom saving throws. In addition, damage caused by your Groovy Prosthetic is considered magical for the purposes of overcoming resistances.
If you are already proficient in Wisdom saving throws then you may choose another saving throw to become proficient in.
This... Is My Boomstick
Starting at 10th level, you are now able to wield two-handed ranged weapons in your remaining hand. In addition, you can reload weapons with the loading property with one hand.
Gimme Some Sugar Baby
At 15th level, your prosthetic becomes more than just a tool but a unique symbol of your personality. You can now add your Charisma modifier to your attack and damage rolls when using your prosthetic weapon.
Hail to the King Baby
Once you reach 18th level, you have become the bane of evil, wherever it hides. You have a bonus to your saving throws equal to the number of friendly allies that you can see.
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