Marlinespike Limb
Advanced magic is not readily available in the known world. While a skilled healer can reattach a finger or an ear, and an exceptionally skilled healer can reattach an arm or a leg, withered or diseased limbs must be removed.
Imperian shipwrights have, over time, come up with a solution to allow veteran Legion marines wounded in the line of duty to be able to work their fairly won plots of land. The technique has been exported to other cultures, each adding its own flavor.
A wood, bone or horn frame, connected together with joinery or metal screws, is entwined with animated ropes, woven into systems of pulleys intended to mimic natural muscles. By having the ropes knot and unknot, they change length without losing strength, and move the limb as needed. The device can be worn with a harness, or if the nature of the wound allows it, anchored to the distal bone.
The additional time required to master the use of this tool, compared to the traditional method of constructing an artificial limb and then imbuing it with enough life force to animate it, is offset by the greatly reduced cost, in that animating a rope is a relatively simple enchantment to master, and itself constitutes useful training for tactical mages. This allows the Legion of Light to offer it to most of its veterans. Other civilizations cannot quite muster the resources for such largesse, but one will see the occasional knight or equivalent - sometimes in active service - using one of these tools.
Due to its nautical origin, the technique is associated with sailors and pirates.
- Unarmed strikes made with this limb use a d4 for damage. Because the limb is not flesh and blood, it can be used for blocking attacks; if the prosthesis is an arm and it's not carrying or holding anything, your AC increases by 1.
Another advantage of using relatively simple enchantments is that, should multiple limbs require replacement, the possibility of the prostheses coalescing their animating force and overriding the user is eliminated.
Marlinespike Limb, Trick Rope
A somewhat uncommon, but not unheard of, modification is the removal of the animated ropes from one or two fingers or toes (which are then slaved to the next finger or toe by means of a screw) to activate other functions, such as the trigger for a hand crossbow. The loss of flexibility and the deviation from the original natural limb causes a small loss in dexterity or running speed.
- Maximum dexterity modifier that can be applied to attack rolls is +2. Speed is reduced by 5ft (to a minimum of 20ft from this modification).
Magical Prostheses
Traditional magical prostheses are based on the magic used to construct a Golem, wood, metal or other material is shaped into a single limb. These constructs are designed to replace lost limbs if magical healing is not available, or if the user desires to have an improved replacement. Once the prosthetic is attuned to its user, it will behave and act as the limb it replaces according to conscious and unconscious commands from its user.
Extra limbs can also be grafted to a body (spare arms, a tail) but they require twice as much time and effort to be attuned to the user.
Multiple limb replacements (after the first) carry the risk of completing the Golem spell, at which point the artificial limbs will attempt to operate independently of the user. While this is not as dangerous as it may sound since they will, generally, be loyal to their current master, the user will experience the trauma of no longer being in control of part of their body, and the disadvantages that come with having to command the replacement limbs rather than simply moving them instinctively. Nevertheless, there are cases in recorded history where this solution was deemed acceptable by the person carried by the golem (Kaleesh the Grievous being the most known).
Simple Magical Prosthesis: Common
- These artificial limbs have no special or magical enhancements beyond their ability to move based on their holder's will. Unarmed strikes made with this limb use a d4 for damage. Because the limb is not flesh and blood, it can be used for blocking attacks; if the prosthesis is an arm and it's not carrying or holding anything, your AC increases by 1.
Advanced Magical Prosthesis: Uncommon
- These limbs are designed to serve another function in addition to their use as a limb; usually these limbs have a concealed weapon or a set of tools. These additional functions can be used at will. Unarmed strikes with this limb use a d6 for damage. If the limb contains a weapon, that weapon uses a d6 for damage, deals bludgeoning, piercing, or slashing damage (as decided during the limb's creation), and counts as a magic weapon for the purpose of overcoming damage immunities and resistances. Because the limb is not flesh and blood, it can be used for blocking attacks; if the prosthesis is an arm and it's not carrying or holding anything, your AC increases by 1.
Morphic Magical Prosthesis: Rare
- These limbs are designed to shift, adjust and grow; prostheses made of wood can grow organically and form branches, flowers or small fruits, or form bludgeons or staffs. Metal limbs can shift to form blades, bludgeons, tools or whatever other form the host can imagine, but cannot gain or lose mass. Unarmed strikes with this limb use a d6 for damage. This limb can emulate any simple or martial melee weapon, dealing damage appropriate to the emulated weapon, and counts as a magic weapon for the purpose of overcoming damage immunities and resistances. Any weapon that isn't heavy is used with proficency. While it is emulating a two-handed weapon, the user must use both hands to wield it as normal. Your AC increases by 2 as long as you are not using a shield.
Elemental
Elemental Magical Prosthesis: Very Rare
These limbs are constructed out of elemental energy and are formed of their respective element, water, earth, fire or air. These limbs can be altered into any form at will, provided they have the sufficient mass, and the mass of the limb can be added to by materials of the same element. Unarmed strikes made with one of these limbs deal damage according to the limb's respective element, and count as a magic weapon for the purpose of overcoming damage immunities and resistances. Your AC increases by 2 as long as you are not using a shield. In addition, each limb provides you with specific attacks or abilities.
Air Elemental Limb
- Air Ability: Air Form. The limb can move through a space as narrow as 1 inch wide.
- Air Attack: Whirlwhind (Recharge 3-6). As an action, you can create a vortex that throws enemies around like stones in a tornado. Each creature in a 30 ft cone originating from you must make a DC 13 Strength saving throw. On a failure, a creature takes 3d8 bludgeoning damage and is flung 1d20 ft in a random direction and falls prone. If the creature strikes an object, such as a wall or floor, the target takes an additional 1d6 bludgeoning damage for every 10 ft it was thrown. If the saving throw is successful, the creature takes half the bludgeoning damage and isn't flung away or knocked prone. If the creature is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same additional damage and be knocked prone.
:This ability cannot be used in an environment with little or no air.
- Simple Attack: Unarmed strikes made with an air elemental limb deal 1d6 bludgeoning damage.
- Loose Grip: Because the limb is simply animated air, it cannot reliably carry any materials heavier than a few pounds; this limb cannot wield weapons or use shields.
Water Elemental Limb
- Water Ability: Water Form.'' The limb can move through a space as narrow as 1 inch wide.
- Water Attack: Whelm (Recharge 3-6). As an action, you can elongate your water limb to constrict and suffocate enemies. Each creature in a 30 ft line originating from you must make a DC 13 Strength saving throw. On a failure, a creature takes 2d8 bludgeoning damage. If it is Large or smaller, it is also grappled (Escape DC 13). Until this grapple ends, that creature is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the creature is pushed out of your space. You can grapple one creature equal to your size or up to two smaller creatures at one time. At the start of each of your turns, any grappled creatures take 1d8 bludgeoning damage. A creature within 5 ft of a grappled creature can use an action to pull it out of the grapple by making a DC 13 Strength check.
- This ability cannot be used without a large supply of water.
- Simple Attack: Unarmed strikes made with a water elemental limb deal 1d8 bludgeoning damage.
Earth Elemental Limb
- Earth Ability: Earth Glide. The limb can travel through nonmagical unworked earth and stone within 5 ft of you. While doing so, the limb doesn't disturb the material it moves through.
- Earth Ability: Siege Weapon. Unarmed strikes made with this limb deal double damage to objects and structures.
- Simple Attack: The first time you make an unarmed strike with the earth elemental limb each turn, it deals 2d8 bludgeoning damage. Otherwise it deals 1d8 bludgeoning damage.
Fire Elemental Limb
- Fire Ability: Fire Form. The limb can move through a space as narrow as 1 inch wide. A creature that touches the limb takes 1d4 fire damage.
- Fire Ability: Illumination. The limb sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
- Fire Ability: Extinguishable. If the limb is doused in water, it loses its form and all abilities and cannot be used until the dousing material is removed and you use a bonus action to reignite it.
- Simple Attack: The first time you make an unarmed strike with the fire elemental limb each turn, it deals 2d6 fire damage. If the target is a creature or flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d4 fire damage at the start of each of its turns.
- Loose Grip: Since the limb is animated fire, it cannot reliably hold heavy materials; this limb cannot wield weapons or use shields. In addition, any flammable object held by the limb will ignite.
Energy Magical Prosthesis:
Legendary
- While deactivated, these limbs seem to be little more than simple golden plates, but once attached and active these limbs appear as masses of energy forming whatever shape their host imagines. Unarmed attacks with these limbs deal 4d10 radiant damage. Your AC increases by 3 if you are not holding a shield.