The Authority Of The Sloth Witch Factor -The Unseen Hand Image

Despite the Ordeal being before us, Betelgeuse Romanée-Conti failed in his task and deplorably died without punishment. 

Impossible. Impossible, impossible, impossible, impossible. Impossible! How can it be? Why is this happening? I thought I was loved! Loved! I am loved! Loved by Her, by the Witch, by the Witch, by the Witch, by the Witch, by the Witch!’  --- The Sin Archbishop screamed in his last moments, vociferating his desire for her love. Amidst the flickering fire, he died at the hands of another, grasping for her presence before his heart was eviscerated.

His authority had been defeated, thus he who committed the act became its possessor; crawling from his empty carcass, the sloth witch factor merged with Anon, bathing him in the witch’s scent and caressing him forevermore, granting him ‘The Unseen Hand’.

Intertwined with your very being, you are now the Archbishop of Sloth and may now call upon the Sloth Witch Factor to summon three ‘Unseen Hands’ that will carry out your bidding within 20 feet of you, gaining the same modifier as you in any manual task (except for attacks). The hands are directly connected to you at all times during their extension of you and may change size at your call, ranging from 5cm to 20cm. Additionally, each hand can carry up to 50kg in weight and will have a score of 10 strength for other various purposes such as pushing.

The Hands (currently) move at 10km/h or (in combat) 20ft

The Unseen Hand cannot be seen by anyone who has not been deeply stained by the scent of the witch.


You gain the following abilities as the Archbishop of Sloth:

Unseen power (Passive):
By using the unseen hand you can augment your fighting ability to gain an edge in battle, and gain a +1 to attack rolls with all melee weapons.

Phantom Movement (Passive):
The Unseen Hand quietly supports your weight as you move, gripping surfaces and steadying your balance with invisible strength. Walls, ceilings, and deep water offer no more resistance than open gr
ound.

You have a 30 ft. climbing speed and a 30 ft. swimming speed.

Unseen Cast (Passive)
You gain the ability to perform somatic components through your Unseen Hand. If part of the spell, the magic circle will appear where the Hand is physically, but the spell will be cast from the position of your body.


Advanced Unseen Cast (Passive)
The Unseen Hand is not limited to striking or shielding; it can also serve as the point from which your magic is released.

You may cast spells from the Unseen Hand’s position rather than your own. The Hand can move up to 20 feet away from you, and any spell you cast through it originates from that point, effectively extending the spell’s range by that distance. Note: All spell rules apply like normal, meaning spells cast using this feature can still be affected by Counterspell, for example. This is because the magical circle needed to cast the spell can be visibly seen.

Synaptic Override (Passive-Free Action) 1/long rest
When Anon falls below 50% HP, the Unseen Hand interfaces with his peripheral motor pathways, triggering his nerve endings directly and bypassing normal synaptic delay.

While you are below half your hit point maximum, you may take one additional Action or Bonus Action on your turn. This extra action cannot be the same type as the one you take normally that turn (for example, you may take the Attack action and use the extra action to cast a spell, but you may not cast two spells or take two Attack actions).


Surge of Will (Passive-Free Action) 1/long rest
When Anon’s life falters, the Unseen Hand does not merely protect him — it erupts. The closer he is to death, the louder his will becomes, and the Hand answers accordingly. Countless invisible hands burst outward - tearing, crushing, and flinging aside the one who dared wound him.

When you fall below 50% of your maximum HP, the Unseen Hand automatically retaliates against the creature that dealt the damage and brought you below that line. That creature must succeed on a DC 15 Strength saving throw. On a fail, it takes 6d6 magical bludgeoning damage and is hurled 20 feet away. On a success, it takes half damage and is shoved only 10 feet. After this violent release of will, you enter a heightened state for 1 hour, during which:

  • Your attack rolls gain a +1 bonus.
  • The DC of all Unseen Hand abilities increases by +1.
  • You immediately regain two charges of any Unseen Hand features.

Note: Truly exceptional beings (such as the Dark Angel) may resist the push entirely on a success. 


Unseen Seize (Reaction) 
You gain the ability to temporarily release the Unseen Hand at a high velocity, capable of reaching any friendly target within your current (hand) range almost immediately. - Suggested possible use: Catching people or objects (belonging to your allies or yourself) before falling!


Unseen Reinforcement and Parry (Reaction) 3/long rest
The Unseen Hand is like intelligence: despite being an inherent ability, how one uses it can greatly vary; Betelegeuse wanted to avoid melee combat, and so used the Unseen Hand to keep others and bay and strike from a distance. You, Anon, are a legionnaire and have thus learnt to use the Unseen Hand in ways that are much more personally adapted to you.
Whenever an attack is headed your way, you may choose to imbue your limbs with the Unseen Hand and activate your nerve cells instantly as opposed to waiting for your nervous system.

As a reaction, when you are targeted by an attack or damaging effect, you make a melee attack roll against the source. If the threat is a weapon attack and your roll is higher than the attacker’s AC, the attack misses (natural 20s still hit), and if your roll would hit them, you also deal your normal melee attack damage. If the threat is a damaging spell or ability that calls for a saving throw and is described as physically parryable (such as an energy blast, ice shards, acid spray, debris, and similar effects), compare your roll to the spell save DC or equivalent; if your roll is higher, you take only half damage from that effect.

Note: This does not stack with a successful saving throw. If you fail the save, you may still use this feature; if you succeed on the save, this feature provides no additional benefit.

Unseen Defence (Reaction) 3/long rest
You gain the ability to temporarily release the Unseen Hand at a high velocity, allowing you to block incoming projectiles headed towards you that are physically feasible for the Unseen Hand. The ruling on this may vary; for arrows, most thrown weapons and spells such as firebolt, the charge will only be
Note:Unseen Defence cannot stop AOE attacks.


Immediate Unseen Defence (Reaction-Free Action)  3/long rest
No matter how hard one trains, their reflexes will always come with a delay - a shortcoming of all biological beings. The Unseen Hand, however, is a manifestation of one's desire, and therefore does not abide by the same limitations. If you will it, the Hand shall act — not later, not before, but right now.

When a creature you can see within 30 feet of you (including yourself) is targeted by an attack roll, you may use a free action to manifest the Unseen Hand and interpose an invisible barrier around that creature. When you do, the attack roll
suffers a –3 penalty.

Note: Although the Hand begins acting the instant you will it, it can still be outspeed by exceptionally swift attacks.
Note 2: The –3 penalty applies only to attack rolls (“to hit”).

Unseen Hit (Bonus Action)
The Unseen hand reaches out and strikes and punches the targets in various places.
Ranged Weapon Attack: [roll]1d20+5[/roll] to hit, reach 20ft. 1 target. Hit: ([roll]1d8+4[/roll]) bludgeoning damage.

Unseen Shove (Bonus Action)

The Unseen hand reaches out and exerts force to move the world according to your designs.
As a bonus action, you can attempt to push any medium (or below) sized creature within your 20ft. Range. The target must succeed on a STR save against your Hands score or else be pushed anywhere within your range.

Heart Grasp (Bonus Action) 3/long rest
As a bonus action, you target one creature you can see within 50 feet of you. One of your Unseen Hands slips forward and phases through the creature’s body, seizing their heart. The target must succeed on a DC 15 Constitution saving throw. On a failed save, the creature receives the Dazed condition until the end of its next turn and takes [roll]1d12[/roll] magical bludgeoning damage. On a successful save, the creature suffers no additional effect.

 Unseen Legion (Action) 1/long rest
You release all five of your Strengthened Unseen Hands at once, allowing them to act as independent extensions of your body. Each Hand manifests as a semi-autonomous limb capable of wielding a one-handed weapon and striking on its own. When activated, you summon five Unseen Hands, each with 12 HP. The Hands remain until destroyed or until you take a long rest. At the end of your turn, each active Hand makes one weapon attack using a one-handed weapon you designate for it. Hand Attack Stats:

  • Attack Bonus: +5
  • Damage: The weapon’s base damage (no STR/DEX modifiers)
  • Magical weapons: Apply all normal magical properties/effects

Hands cannot gain advantage. Any source of advantage or disadvantage instead becomes +2 or –2 (+7, and [roll]1d20+3[/roll] respectively) to the attack roll.
Rules and Limitations:

  • Summoning the Hands requires one action.
  • Once a Hand’s HP reaches 0, it disappears.
  • The ability ends when all five Hands are gone.
  • The Hands occupy the same space as Anon and have the same attack range as him.
  • For an enemy to understand the way in which the Hands work, they must meet these two conditions:
    1. Have an INT stat of 18 or higher 
    2. Succeed on an Investigation or Insight check of DC 15.

 

The Authority Of The Sloth Witch Factor -The Unseen Hand Image