Elemental Prosthetics

After the wizard Xonthal lost his arm in an unfortunate spatial distortion incident, he looked towards another of his favoured areas of study, elemental power, to fill the void. Binding elementals within special gemstones, he created powerful replacement limbs to help him in his research and grow his power.

Elemental Arm of Earth

Wondrous Item, Very Rare (Requires Attunement by a creature missing an arm)

While unattuned, this arm takes the form of a small black gemstone. When attuned to, the gemstone becomes physically bonded to a torso with an arm missing at the shoulder.

The gemstone has 2 charges, which are regained at dawn. As an action, you can spend a charge to manifest an arm of rock from the gemstone. You can dismiss the arm as an action. When the arm is dismissed, it crumbles to dust and cannot be summoned again for 1 minute.

Any unarmed attacks you make with the arm are magical and deal a base 1d8 bludgeoning damage on a hit.

Elemental Integration. Your Constitution determines how effectively you can use the arm's powers. If a spell or ability of the arm calls for a saving throw, the DC is 8 + your proficiency + your Constitution modifier.

Siege Arm. Attacks with the arm deal double damage to objects or structures.

Earth Glide. The arm can travel through nonmagical unworked earth and stone within 5 ft of you. While doing so, the arm doesn't disturb the material it moves through.

Brittle. If you take 10 thunder damage in a single round, the arm is dismissed.

Earthen Grasp (Recharge 4-6). As an action, you can cast the Maximillian's Earthen Grasp spell by plunging the arm into the ground. Once you retract the arm from the ground, the spell ends. When the spell ends, the created hand remains, and continues to restrain any target in its grasp until they escape it. The hand that you leave behind has AC 5 and 15 hit points.

Hard Place. As an action, you can cast the Bones of the Earth (1 pillar only, taking the shape of an enormous hand and arm) or Erupting Earth spells by plunging the arm fully into the ground. This dismisses the arm.

Elemental Arm of Fire

Wondrous Item, Very Rare (Requires Attunement by a creature missing an arm)

While unattuned, this arm takes the form of a small red gemstone. When attuned to, the gemstone becomes physically bonded to a torso with an arm missing at the shoulder.

The gemstone has 2 charges, which are regained at dawn. As an action, you can spend a charge to manifest an arm of pure fire from the gemstone. The flaming arm does not harm you where it touches you. You can dismiss the arm as an action. When the arm is dismissed, it is extinguished and cannot be summoned again for 1 minute.

Since the arm is animated fire, it cannot exert any pressure on creatures or objects. This precludes it from holding, pushing, or grappling anything.

Any unarmed attacks you make with the arm are magical, use Dexterity instead of Strength for attack and damage rolls and deal a base 1d6 fire damage on a hit. 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.

Elemental Integration. Your Constitution determines how effectively you can use the arm's powers. If a spell or ability of the arm calls for a saving throw, the DC is 8 + your proficiency + your Constitution modifier.

Fire Form. The arm can move through a space as narrow as 1 inch wide. A creature or flammable object that touches the arm takes 1d4 fire damage.

Illumination. The arm sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Extinguishable. If the arm is doused in water, or you take 15 cold damage in a single round, it is dismissed.

Burning Hand (Recharge 6). As an action, you can cast the Burning Hands spell at 2nd level from the arm.

Blaze of Glory. As an action, you can cast the Fireball spell by firing the arm at the targeted location. This dismisses the arm.