Magnetic Prosthetic Arm (5e Equipment)

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Cost: 300 gp
Weight: 10 lb.
In more rustic times, prosthetic hands consisted of little more than a hook upon which items could be precariously balanced. With more advanced technology, however, certain skilled craftsman have devised ways to forge replacement hands with magnetic fingers, allowing the wearer to automatically grab metal objects.

A magnetic prosthesis can be attached to any arm suffering the Lose an Arm or Hand lingering injury (DMG pg. 272) over the course of 1 minute, removing the effects of the lingering injury until it is removed as an action by the wearer or a creature grappling the wearer. You have disadvantage on attack rolls with non-metal weapons wielded with this arm. Your prosthesis acts like a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

You may also incorporate a ranged weapon into the prosthesis, increasing the prosthesis' cost by 100 gp in addition to the cost of the weapon. In order to make attacks with this weapon, you must drop its wrist as a bonus action, regaining the Lose an Arm or Hand lingering injury until you raise the wrist as a bonus action. You can wield the weapon in one hand regardless of its properties, but if it has the two-handed or heavy property, it gains the misfire (2) property or its misfire property increases by 2.

Cannon.jpg
A magnetic prosthesis with a built in cannon, Source
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