Spell: Arcane Hand

Arcanist | Bard | Concentration⚙️ | Evocation | Sorcerer | Warlock | Witch | Wizard

 

Stats

  • Tradition; Ability Rank: Evocation; 2nd
  • Availability: c.Spell List: Arcanist, Bard, Sorcerer, Witch, Wizard, Warden, Warlock
  • Complexity: Complex
  • Cost: 0
  • -
  • Use Time : 1 action / ◈ to start, and to command
  • Components: Verbal, Somatic
  • Display: None
  • -
  • Range: 60 ft
  • Target: Self / your Mage's Hand
  • Duration: 1 Minute
  • Saving Throw: None

Ability Description

You enhance your Mage's Hand or other Hand Spells turning it into a construct of arcane magic that you can control with your thoughts.

The hand becomes a Large object whose AC, HP, and Dexterity equal to your own. If it drops to 0 HP, the spell ends. Its Strength is determined by your casting Attribute. The hand doesn't fill its space, allowing creatures and objects to pass through freely.

You can move the hand with an ◈. It can only move up to your Movement Speed each turn, but does not consume your Movement. You can use the hand to do everything your normal hands can do (manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, use or pour out the contents of a vial, etc) using the same actions, unless said otherwise. The hand can activate magic items and even attack, dealing 2d8 Force Damage.

The Arcane Hand inherits everything from your other Hand based spells.

 

Augmentation + other notes

⤴/Augment Up: For every spell slot of 2nd or higher (or an equivalent), increase the damage by 1d8 per rank. Uniquely, this spell can be Augmented while it is in use. If done, its duration is refreshed and it will use the highest of the costs to determine stats and the like.

Other: When you use a 5th level spell or higher, the Hand gains a flying speed equal to your Movement speed. It also gains the following actions:

 
  • Forceful Hand: The hand pushes a creature within 5 feet in a direction you choose. Make a check with the hand's Strength against the target's Athletics + 10. If the target is Medium or smaller, you have advantage. If you succeed, the hand pushes the target up to a number of feet equal to your proficiency bonus and its strength times 5 (or (PB + CA) x 5). The hand moves with the target. If the target runs into an object, a wall, or another creature; the creature(s) and object takes Fall Damage equal to the total amount they would've moved.
  • Grasping Hand: The hand Grapples a Huge or smaller creature within 5 feet. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage. While grappling the target, you can use another ◈ to have the hand deal bludgeoning damage equal to 2d8 + your casting attribute.
  • Interposing Hand: The hand places itself between you and a creature of your choice until you give it a different command. It moves to stay between you and the target, giving you Obscured, 2 / Half Cover. The target can't move through the hand if its Strength is less than or equal to the hand's. If its score is higher than the hand's, the target can move toward you through the hand, but the space is difficult terrain.

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