Base Class: Wizard
Wizards of the School of Hands focus their study on the mage hand cantrip. Their end goal is to have the mage hand cantrip able to work independently without the wizard's influence.
Mage Hands
Once you choose this school at 2nd level, the mage hand spell is added to your list of known spells if you don't already have it. You can now cast mage hand as a bonus action and can control multiple mage hands at once if they're given a unified action(i.e. lift that desk). They're duration is increased to 1 hour. You can only have two hands out at once. (This increases to three hands at level [10], and four at level [14])
Throwing Hands
At 2nd level, enough school brawls have encouraged you to develop your mage hands as weapons. When your mage hand is out, you can use an action to make a ranged spell attack with each hand that is out.
The damage is 1d6+your INT modifer and is force damage.
The Magic Touch
At 6th level, you can now cast spells from your mage hand. When you cast a spell, you can cast it through yourself like normal, or you can choose to cast it from one of your mage hands.
Proficient Hands
At 10th level, your mage hand is now proficient with simple melee weapons. Your mage hands can wield simple melee weapons and make attacks with them using your intelligence modifier and adding your proficiency bonus.
Hand Mastery
At 14th level, the Arcane Hand spell is added to your list of known spells if you don't already have it. When you cast Arcane Hand you now have two Arcane Hands active at once. You can only command a single hand using an action, but alternatively the other hand as a bonus action.
Previous Versions
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2/21/2024 3:40:43 AM
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