Brivar's Metallic Limb

3rd-level transmutation

Casting Time: 1 action

1 action Range: Self

Self Components: S, V, M (a small glass vial full of mercury, which the spell consumes)

S, V, M (a small glass vial full of mercury, which the spell consumes) Duration: Concentration, up to 1 hour

One of your limbs transforms into pure magical metal. The material may have the appearance of any metal you wish, and you may choose which limb it affects, assuming you have the corresponding limb. Depending on whether you choose an arm, a leg, or an arm, you gain the following effects for the duration:

Leg: Your speed is increased by 5 and you are resistant to falling damage. You gain advantage on saving throws to avoid being pushed or knocked prone. You can carry an additional 50 lb. of weight without becoming encumbered.

Arm: You are proficient with your unarmed strikes, which deal 2d6 bludgeoning damage. This attack is magic and you have a +1 bonus to attack and damage rolls you make with it. If you are not carrying anything in the target arm, you also gain a +1 bonus to AC.

Head: You have resistance to phsycic damage and damage made to attempt to knock you unconsious.

Regardless of which limb you choose, your weight increases by 15% for the spell's duration.

At Higher Levels. When you cast this spell using a spell slot of 5th-level sor higher, you may choose a second limb to be targeted by this spell. You gain the benifits of both limbs you choose, with the exception of choosing two of the same kind of limb, in which case you gain one of the following effects for the duration:

If you choose to target both legs in this way, in addition to the normal leg effects, you gain another 5 speed, and you can walk through dangerous terrain such as lava, fire, and acid without being harmed, as long as only your legs are in contact with the hazard. You have advantage on Strength (Athletics) checks to jump or climb.

If you choose to target both arms, along with the normal effects, you gain a +1 bonus to AC, regardless of what you are holding, and your unarmed attacks deal an additional 1d6 bludgeoning damage.

You cannot target your head in twice.