Base Class: Barbarian
Using rage allows a path of the hand to summon floating hands that fight independently of himself.
Rage God Hands
Unlike a wizard you cast mage hand using the sheer power of your anger. When you start a rage and as long as it persists you gain the use of a mage hand. These mage hands can't make attacks, but can take other actions in combat, such as disarming your opponent. They use their your modifiers, skills, and saves. They get their own initiative roll and have 5 health for each level of barbarian you have and use your AC. They will attempt to block anything that attacks you, their own reaction, unless you command them otherwise. Commanding them doesn't require an action. You gain an extra mage hand at 10th level and again at 15th level and 20th. These hands can move as fast as you do but can't be any further away from you than 100ft.
Persisting Hands
Your Rage God Hands stick around after your rage. They last a number of rounds equal to your constitution modifier. If you start a new rage while they're still out you don't gain a new set of hands instead your current set regains their hit points and continue to stay during your rage until the new duration expires.
Grabbing Hands
When at least two of your Rage God Hands grab and lift you up. It allows you the ability to fly at your walking speed with perfect maneuverability
Rage God Explosion
Starting at 14th level, you can command one of your Rage God Hands to explode dealing 2d6 force damage to everything with in 10ft of it as a bonus action.
This damage increases to 3d6 at 16th level, 4d6 at 18th level, and 5d6 at 20th level.
Previous Versions
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2/6/2019 8:15:52 AM
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Coming Soon
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