Magical Replacement limbs

Minigiant

Legend
Supporter
Regenerate is a high level spell. A level 13 spellcaster the least is needed. So some adventurers, warriors, generals, and lucky souls lose limbs and can't find a spellcaster powerful enough to replace them. I've always found this funny. Severed arms and crippled legs are not part of the core experience of D&D but it would have sense that it happened sometime. Especially to adventurers who make it out the dungeon. People get bitten and whacked by all kinds of things. You'd think the moneyed would pay to fix it fast in worlds of magic.

I am always shocked that D&D never explore this early in any edition. It's always late when the idea is brought up.



Here is my basic rules



Replacement limbs are magical items made special for its owner. A mechanical base limb is attached and bonded to the individual's shoulder or pelvis via magic. Then a layer of armor is placed on top of the limb and sealed to it. Finally a telepathic link is made between the limb and the individuals' mind and full control is reached.

Replacement limbs can be worn under clothing but some choose not to. Each limb weighs as much as the owner's original limb would and has been given similar strength to avoid awkwardness and clumsiness. The material of the limb and the armor covering may allow for ability adjustments.

OPTIONAL RULE: FORCED REMOVAL
The bond between limb and owner is so strong that if the limb is removed from its owner or destroyed while attached, the owner must make a system shock roll as described in the Dungeon Master Guide. If the one removing the limb makes a DC 20 Wisdom (Medicine) check while the owner is unconscious, the owner has advantage on the roll.

OPTIONAL RULE: ENHANCED STRENGTH
The base strength of a magic limb can be increased past the normal amount. This however makes the owner clumsy as the proportions of their strength is thrown off. Each magical limb may be made with enhanced strength in the base limb. An enhanced strength limb increases you Strength score by 1, to a maximum of 20, and decreases Dexterity score by 1, to a minimum of 3.

Basic Limbs:

Adamantine Limbs (rare)
This limb's cover is reinforced with one of the hardest substances known, adamantine. As a reaction when hit with a critical hit, you may make a Dexterity save to turn it into a normal hit. The DC is 10 minus the number of adamantine limbs attached to you.

Dragon Scale Limb (very rare)
The base limb is made with bits of dragon bone or teeth and the cover of scales of the same dragon. You have resistence to the damage type of the breath weapon of dragon that provided the material. If you have 2 or more dragon scale limbs, you also have advantage to saving throws against the breath weapons of dragons. If you have 2 or more dragon scale limbs, you are immune to the Frightening presence of dragons.

Mithral Plated Limb (rare)
The light flexible nature of mithral allows the crafter to place a base limb which is more dexterous and swift than a base limb. Each mithral limb replacing an arm increases your Dexterity score by 1, to a maximum of 20. A pair of mithral legs increases your walking speed by 10 feet.

Steel Plated Limbs (uncommon)
This magical limb has a layer of steel covering it with a padding between them. This thin layer allows for no form of discomfort or hindrance of movement.
 
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GMMichael

Guide of Modos
You need a rule like this to make missing limbs more viable (emphasis added):

Sidebar: Effects of Max Damage
In this game, it’s best to try to avoid killing a PC. The GM should consider using the event of a mostly dead PC to make the plot or character more interesting. For example, a mostly dead character could return to play with a new scar or missing limb. Or the plot could divert, and the character could become undead, get captured, or send the healthy PCs on a quest to revive the mostly dead character. A character who becomes unconscious might return with a nervous tick, paranoia, or amnesia. Characters recovering from the catatonic condition might see ghosts, hear voices, or become slightly more pious, having almost met their maker.
 



Minigiant

Legend
Supporter
You need a rule like this to make missing limbs more viable (emphasis added):

Sidebar: Effects of Max Damage
In this game, it’s best to try to avoid killing a PC. The GM should consider using the event of a mostly dead PC to make the plot or character more interesting. For example, a mostly dead character could return to play with a new scar or missing limb. Or the plot could divert, and the character could become undead, get captured, or send the healthy PCs on a quest to revive the mostly dead character. A character who becomes unconscious might return with a nervous tick, paranoia, or amnesia. Characters recovering from the catatonic condition might see ghosts, hear voices, or become slightly more pious, having almost met their maker.

Well the DMG does have lingering wounds..

My game has lots of henchmen who lose arms.
 


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