A standardized copper disc engraved with complex runes and a small, polished piece of quartz resting within the center carries the enchantment that allows the device to function. It not only interprets information from the user's nervous system but also draws upon a small portion of the user's physical stamina to power the devices affixed to it.

A specially built base for prosthetic limbs that is grafted onto a user's body. Most of the frame is solid steel, acting as a support system for the weight of the metal limb.

Having a standard prosthetic base surgically grafted onto your body typically costs 200 gp for materials and services and the procedure takes 3 days to complete. After a successful surgery it takes 4d6 + 5 days to physically recover before a limb can be affixed to the system (this time can be reduced through magical healing at your DM's discretion).

Having a functional mechanical prosthetic affixed to your body can be a difficult and painful process. Additional amputations are often required as a prosthetic base can typically only be safely affixed at joints.

Practical Concerns

Having artificial limbs comes with a number of complications, some of which are minor day-to-day annoyances while others can be life-threatening if ignored.

Maintenance: Due to the constant risk of damage and mechanical failures mechanical prosthetics require daily maintenance and care. It is assumed you maintain your limb during rests or downtime but ignoring maintenance or combat damage may, at the DM's discretion, force you to make a visit to a mechanic for repairs.

Sense of Touch: While fully articulate, most mechanical prosthetics provide no feeling or sense of touch. The lack of sensory feedback may make certain tasks involving the prosthetic, such as writing, difficult for the user.

Cold Weather: The steel frame of most prosthetics conduct heat easily and as a result present an incredibly high risk for frostbite at the grafting site in colder climates. Whenever the temperature is below or at 0°F (-18°C) users of prosthetics not specially designed for the cold must make Constitution saving throws as if they are exposed in extreme climates as described on Pg.110 of the Dungeon Master's Guide.

Swimming: The weight of even a single mechanical prosthetic can make swimming difficult and potentially dangerous. Users of two or more artificial limbs will typically start to sink in the water without any assistance.

Anti-Magic: Because the prosthetics rely on an enchantment to function, most artificial limbs will go limp while under the effects that nullify magic, such as Antimagic Field.