Wondrous item, legendary (requires attunement by a creature missing an arm, forearm, or hand)
This prosthesis is made from meteoric alloys and resembles a sophisticated arm guard, which actually functions as a brace. To attune to this item, you must attach it to the end of a missing arm or hand, at which point it magically attaches to you and forms a shadowy copy of the arm or hand it's replacing. The shadow is speckled with constellations and cosmic colors. The prosthesis is a fully capable part of your body and can't be removed against your will as long as you're attuned to it. While wearing this prosthesis, your reach with that arm or hand increases by 10 feet, as the shadowy limb extends beyond your normal limits. You don't gain this benefit of the prosthesis when attacking with a weapon you're holding with two hands.
The prosthesis has 5 charges for the following properties, and it regains all expended charges daily at dawn.
Cosmic Punch. You can use an action to expend 1 of the prosthesis's charges to cause its shadowy hand to swell. Make a melee spell attack with the hand, using a +9 spell attack bonus. On a hit, the target takes 6d10 force damage and makes any saving throw against the prosthesis's other effects with disadvantage until the end of your next turn.
Hurl. You can use an action to expend 1 of the prosthesis's charges to hurl a Large or smaller target that's within your reach up to 30 feet away from you. The target must weigh less than 2,000 pounds. If the target is unwilling, it must first make a DC 17 Strength or Dexterity saving throw (its choice); the target automatically fails the saving throw if you're already grappling it with the shadowy limb. A target is thrown on a failed save, or harmlessly pushed up to 5 feet away on a successful one. A thrown target takes 4d10 bludgeoning damage and stops moving if it collides with another creature or object in its path; if the thrown target collides with a creature, that creature must succeed on a DC 17 Strength or Dexterity saving throw (its choice) or take the same amount of bludgeoning damage. A creature that takes this bludgeoning damage is also knocked prone.
Gravity Well. You can use an action to expend 2 of the prosthesis's charges to create a gravity well at a point of your choice within your reach. Choose any number of targets within 30 feet of the point. Each target must succeed on a DC 17 Strength saving throw or be pulled towards the point, ending in the nearest unoccupied space that's closest to the point. The gravity well then collapses. A creature that fails the saving throw and is in a space within 5 feet of the point when the gravity well collapses is also knocked prone and takes 3d10 force damage.
Reverse Gravity. You can use an action to expend 3 of the prosthesis's charges to cast the reverse gravity spell from it (save DC 17), centered on a point within your reach. When you cast the spell, and once on each of your turns for the duration (no action required), you can choose to be immune to the spell's effects or not.
We are all starstuff, reconstituted time and time again in new and novel ways. Now, I'll mold the stars to my will, made manifest. Losing a part of myself has made me so, so much more.
Alpha1
2025-07-26 18:02:53 +0000 UTCDavid S.
2025-07-25 16:56:12 +0000 UTCDavid S.
2025-07-25 16:50:03 +0000 UTC