Monk
Base Class: Monk

Monks of the Way of the Magic Hand pummel their enemies with a barrage of magical fists. By focusing their ki they can form magical fists which allow them to attack enemies from a distance. They learn techniques that use these hands to disorient and beat down their enemies and defend themselves from incoming damage. These monks tend to be hot headed and charge headlong into battle. 

Mage Hand Technique

Starting when you choose this tradition at 3rd level you can focus your ki to create magical hands. You learn the mage hand cantrip, and can cast it at will as a bonus action. Your wisdom modifier is your spell casting ability for this spell and any spells you learn in subsequent features in this tradition. Your spell attack modifier and Spell Save DC are as follows:

Spell attack modifier: Wisdom modifier + Proficiency bonus

Spell Save DC = Ki Save DC

When you cast the mage hand cantrip you can spend 2 ki points to summon two hands instead of one. The number of hands you can summon increases as you gain levels in this class, at 11th level you can instead spend 4 ki points and summon 4 hands, at 17th level you can spend 6 ki points to summon 6 hands. When you summon mage hands in this way they gain the following abilities:

  • Your mage hands can make attacks: make a melee spell attack, range: 30 ft. on hit deal your martial arts die + your wisdom modifier force damage.  
  • Your mage hands can carry as much weight as you can. 
  • Your mage hands have AC equal to your AC and 1 HP if they drop to 0 HP they disappear and can be reformed using 1 ki point as a bonus action on your next turn. 
  • When you have 1-2 mage hands active you can make a mage hand strike when you use your attack action to make unarmed strike attack on your turn. When you have 3-4 hands active you can make 2 mage hand strikes per unarmed strike attack. When you have 5-6 hands active you can make 3 mage hand strikes per unarmed strike attack. These attacks count as part of your attack action. Your mage hands must be within 10 feet of you to use this ability. 

When used on their own and not as an additional attack after an unarmed strike your Mage Hand Strikes count as unarmed strikes and can use the abilities granted by your martial arts feature, and flurry of blows. 

Disorienting Hands

At 6th level you learn to use your mage hands to distract your enemies. When you have mage hands summoned using the Mage Hand Technique feature they gain the following abilities:

  • Distract: As a bonus action you can choose a target and have the hand distract them. both you and the target make a contested Wisdom check, if your roll is higher the target is incapacitated, and cannot move until the start of their next turn. 
  • Draw attack: As a bonus action you can choose a target and have the hand goad that target into attacking. The target must make a wisdom saving throw or use their reaction to move to and attempt to attack the hand. 
  • Knock down: When you make a Mage Hand strike against a target you can have them make a Dexterity saving throw or be knocked prone. 

Astral Veil

At 11th level by keeping your mage hands close you can create a veil of protection. When you summon mage hands using your Mage Hand Technique feature you can choose to limit its range to 5 feet or yourself so that your hands act as if they are a part of your body. Doing this forms an astral veil around you. This veil takes a form of your choosing it can appear as an astral projection of yourself, a light swirling mist, or a dim glowing light. While this veil is active you gain AC equal to your wisdom modifier. 

Raging Hands

At 17th level you learn the Arcane Hand Spell and can cast it normally a number of times equal to your wisdom modifier. Additionally, as an action you can expend 6 ki points to cast the Arcane Hand Spell at 5th level with a range of 60 feet. When you cast this spell in this way you can choose to summon 2 hands instead of one as long as you have the space for them. If you choose to summon 2 hands you can only use the hands Clenched fists effect and the effects listed below, but, as a bonus action, you can use the Clenched Fist or Fist Rush effect a second time immediately after the effect is used. Whenever you use the hand to deal damage you can add 2 of your martial arts die to the damage die if not already stated. The Astral hand spell also gains the following effects:

  • Fist Rush: Spend 2 ki points to have the hand rush down a 10 foot wide and 30 foot long line. All creatures in the line must make a dexterity saving throw against your ki save DC. On a failed save they take 4d8 + 2 of your martial arts die force damage and are knocked prone. On a successful save they take only half damage. The hand floats back to you after this effect has been used.
  • Crushing Hand: Spend 4 ki points, the hand floats up 20 feet and slams down onto a 10 foot cube. All creatures inside the cube must make a dexterity saving throw against your ki save DC. On a failed save they take 4d8 + 2 of your martial arts die as bludgeoning damage, are knocked prone, and are incapacitated, and unable to move until the end of their next turn. On a successful save they take half damage and are knocked prone. The hand floats back to you after this effect has been used.

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