Talk:Magical Prosthesis (5e Equipment)
From D&D Wiki
These are cool. I shall use them or their variant. Thank you!
I was just thinking of how to make magical grafts work in 5.0, and then I found these: it's like a wish come true. (very good work)
Just one question though: shouldn't a fire elemental limb automatically ignite flammable materials it touches?
Or at least ones it touches for 1 full round or longer? --Entropicscholar (talk) 00:06, 25 September 2015 (MDT)
I think the AC bonuses should scale like magic armor (+1/+2/+3). +5 AC is quite excessive (remember AC scales differently in 5e compared to 3e/4e) I also added a caveat so that the arm AC bonus doesn't stack with a shield AC bonus. Marasmusine (talk) 04:30, 25 September 2015 (MDT)
Should there be a clarification on exactly what kinds of weapons morphic limbs and up can take? Can you make and wield a maul with one, or a crossbow? Should it be limited to simple and/or one-handed melee weapons, and to tools the user is proficient in? Knowlessman (talk) 14:21, 21 August 2016 (MDT)
The Earth elemental limb, Fire elemental limb, and Energy limb would be INCREDIBLY broken when in the hands (haha) of any class that makes multiple attacks with the attack action, ESPECIALLY the monk... That is incredibly broken, even when you consider the rarity of the items. 18.104.22.168 21:39, 23 November 2016 (MST)
- Well, that's the good thing about magic items, the DM decides if and when they are handed out. Let's look at the Earth limb. A monk at this level normally deals 1d8 unarmed damage, so this effectively deals an additional 1d8 damage. There are very rare magic weapons that deal +1d8 damage (e.g. Dwarven Thrower) so it's not absurd. Let's play it safe though and limit it to once per turn. Marasmusine (talk) 04:03, 24 November 2016 (MST)
I really like the idea here, but for the earth and fire limbs it only has damage for the first attack you make in a round; how much do they deal on successive strikes? Also, even though it's legendary, I think +3 AC and 4d10 radiant damage(which, in the MM, nothing is immune to and only 4 things resist) is a bit much. I'd say lower the damage, maybe 2d10?