WotC just shared this Arcane Propulsion Arm! It functions as a 1d8-dmaage magic melee weapon which you can throw (don't worry, it flies back and reattaches).
It could be designated as a Kensei weapon though.
So after misty step and summonable warlock blade this is another item where a dm can never disarm / bind / lock up PCs using mundane means.
what if someone casts regeneration on the player? Does it need a save? What if player fails it?
My EK got really annoying when the DM made the McGuffin-of-Plot something that could be attached to a weapon...Don't forget Weapon Bonds from EK
I suppose. I'd actually forgotten about the lingering injuries option, to be honest.
Plot and character makes sense, of course, but given the abstract nature of D&D's entire system, I don't see many one-armed characters currently sitting around waiting for a prosthetic.
And even within Eberron, it would be an interesting choice to deny magical healing for the chance at a prosthetic. I mean, characters do what characters do, but it seems an odd thing to desire given the other options generally available.
Easy; wish emulates that as an action!Regenerate is a 1 min casting time so you can't use it as a combat spell to 'disarm' your opponent, otherwise, I'd allow that under the rule of cool!
I've not managed to get into The Expanse, but it's sounds like someone wrote up a Traveller campaign.In the Expanse, younger Belters damaged in accidents refuse fancy bio-grown arms so they show off their robo arm as "street cred." Culture can be a crazy thing.
Easy; wish emulates that as an action!
But none are as cool.If I have access to wish there are way more things I could think of doing with it to defeat an enemy than to try and regenerate his prosthetic arm off!
But none are as cool.