Prosthesis
Mundane prostheses are nonmagical and fully mechanical in nature, which results in a number of limitations:
• A mundane prosthesis can be used to replace a missing limb, but not augment an existing one or add a new limb that a member of the species wouldn’t normally have. For example, a human can’t use a mundane tail prosthesis to gain the functionalities of a tail, but a ryūjin that has lost its tail can.
• A mundane prosthesis can replicate motor functions, but can’t relay sensation. For example, a mundane prosthetic eye can turn in its socket, but doesn’t grant its user the ability to see through it.
Aside from these, a mundane prosthesis perfectly mimics the function of the limb it’s replacing. A creature can take 1 minute to attach or remove a prosthesis from itself or another willing creature within 5 feet of it. Alternatively, a creature can spend 1 minute to jam a prosthesis belonging to a willing or unconscious creature. A jammed prosthesis continues to function as a limb, but none of its properties can be used until a creature spends 10 minutes unjamming it, a process that requires both of the creature’s hands to be free.
Prosthesis Properties
Like weapons, prostheses have special properties that dictate how they function. Properties commonly found on prostheses include the following:
Blast (XdX, X ft.). This prosthesis is capable of discharging powerful explosive blasts. The prosthesis is a martial ranged weapon with the Loading property. If you’re proficient with a martial ranged weapon, you’re considered proficient with this weapon. The information in parentheses notes the weapon’s damage dice, damage type, and range, respectively. This weapon doesn’t have a long range.
Alternatively, you can use an action to fire the cannon and propel yourself a distance up to the range of the blast in a straight line in any direction, dealing no damage. As normal, this movement can provoke opportunity attacks.
Hookshot (X ft.). This property consists of a metallic hook or similar tool typically attached to a spool of wire, though rope, chain, or even spidersilk may be used instead. The number in parentheses is the range of the hookshot. If the prosthesis isn’t being used to hold an item, you can shoot the hook at a fixed surface within range as a bonus action, or as a reaction when falling. The hook then attaches to that surface until you use a bonus action to detach the hook and reel the wire back in, or until the wire is destroyed. The wire is an object with AC 19 and 10 hit points; resistance to fire and cold damage; and immunity to lightning, psychic, and poison damage. The AC, price, and other properties of this wire can vary if different materials are used (GM’s discretion).
Alternatively, you can fire the hook at another creature at least two sizes larger than you, making an attack roll with the prosthesis. You’re considered proficient with the attack, which uses your Strength or Dexterity modifier for the attack roll. On a hit, it deals no damage, but the hook attaches to the target. A creature within 5 feet of the hook can use an action to forcefully detach the hook with a successful DC 10 Strength or Dexterity check.
While the hook is attached, you have advantage on ability checks made to move along the wire, such as to climb a vertical surface, swim against a current, or walk against a strong wind, and you can’t move or be moved more than the hookshot’s range away from the point to which the hook is attached. If you’re falling, you stop falling further than the range at which you shot the hookshot and become suspended from the surface the hook is attached to. In ad- dition, until the hook is reeled back in, the prosthesis can’t hold anything or be used to make attacks, and you can’t use or benefit from objects integrated into the prosthesis (such as attacking with a weapon or benefitting from a shield’s bonus to AC).
Integrated (X). The object in parentheses is integrated into the prosthesis, and can’t be separated from it, exchanged for another integrated object, or used to make ranged attacks by throwing it. You can extend or retract the integrated object as a free object interaction; if the integrated object is a weapon, this counts as drawing or stowing it. While an object is extended from an arm or hand prosthesis, you can manipulate it as if you were holding it, and your hand is not considered free. A prosthesis can only have one object integrated into it, which can be:
• A weapon without the Heavy or Titanic properties
• A shield of medium or light
• A set of tools or handheld item that can conceivably fit within the prosthesis (GM’s discretion)
• Any small or Medium spell foci
• A stash: a concealed storage space within the prosthesis, up to 35 inches cubed in volume, that can be used to store Tiny objects, such as rings, phials of liquid (e.g. potions), smoke bombs, pieces of ammunition, or a bag of caltrops or ball bearings. The user of the prosthesis can stow or retrieve an item from the stash as a bonus action. A creature can find this secret compartment with a successful DC 11 Intelligence (Investigation) check.
Launch (XdX, X ft.). A portion of this prosthesis is attached to the limb by a length of chain, rope, or wire, and can be launched at an enemy. The prosthesis is a martial ranged weapon with the Thrown and Finesse properties. If you’re proficient with a weapon that has the Thrown property, you’re considered proficient with this weapon. The portion of the prosthesis used to attack is automatically reeled in immediately after. The information in parentheses notes the attack’s damage dice, damage type, and range, respectively. This weapon doesn’t have a long range.
Melee (XdX, X). The prosthesis is a martial melee weapon. If you’re proficient with a martial melee weapon, you’re considered proficient with this weapon. The information in parentheses notes the weapon’s damage dice, damage type, and any additional weapon properties it may have, respectively.
Mobility (X, X ft.). While wearing this prosthesis, you gain a special speed, the type and amount of which are both indicated in parentheses.
Obscure. This prosthesis can expel a cloud of smoke to obscure an area. As a bonus action, you can expel a 5-foot-radius cloud of smoke centred on you. The area of the smoke is heavily obscured and lasts until the end of your next turn. Once you’ve expelled the smoke, you can’t do so again until you take an action to reset the mechanism.
Prostheses Types
Several types of mundane and magical prostheses exist, each with useful properties that allow them to serve other functions in addition to acting as a limb or body part. For example, a clever pickpocket might conceal his ill-gotten spoils in a hidden compartment within his prosthetic leg, or a grizzled warrior might extend a blade from her prosthetic arm to fight off a band of roving pillagers.
The table below details the types of mundane prostheses available, as well as the properties that each one has and what limbs it can replace or enhance.
| Name | Properties | Cost | Arm | Leg | Tail |
|---|---|---|---|---|---|
| Advanced | Hookshot(15ft), Integrated (any), Launch(1d6, 15ft) | 100gp + Integrated object | x | - | - |
| Basic | Integrated (Any) | 50 gp + Integrated Object | x | x | x |
| Cannon | Blast (1d6, 20ft) | 150 gp | x | x | x |
| Climbing Claw | Mobility (Climb 20ft) | 75 | x | x | x |
| Combat Arm | Hookshot (20ft), Launch(1d6, 20ft), Melee(1d6, flurry) | 150 gp | x | - | - |
| Grappling Hook | Hookshot (40ft) | 100gp | x | - | x |
| Smokeshot | Integrated (stash), Obscure | 90 gp | x | x | x |
| Steelslinger | Hookshot(30 ft), Launch (1d6, 30ft) | 125 gp | x | ||
| StreamCutter | Mobility (swim, 20ft) | 75 gp | x | x | x |
Note: Magical Prostheses
Magical prostheses make use of intricate enchantments to enhance their functionality and gain new properties. Magical prostheses function in the following ways:
• A magical prosthesis can replace a missing limb or other body part.
• A magical prosthesis can replicate all functions of the limb or other body part it emulates. For example, a magical prosthetic tongue is able to taste, a magical prosthetic eye can see, and a magical prosthetic nose is able to smell.
• A magical prosthesis can be placed around an existing limb or body part to enhance it. A prosthesis can’t be used to add an additional limb beyond the creature’s typical number of limbs unless stated otherwise.
• A magical prosthesis can’t be attached to or removed from a creature against its will, even if the creature is unconscious.
A magical prosthesis with no additional properties is a common magic item that doesn’t require attunement points. More powerful prostheses with additional properties may require attunement points.

Comments