This is a flexible damage and support focused Subclass that has a risk/reward design revolving around the Mage Hand cantrip. You can just throw hands, or take a risk and set up powerful spell combinations. All features should function with a D&D Beyond Character Sheet without issue, but let me know if something doesn't work. I hope you give it a try and enjoy it.
I like it, except for 1 issue: none of the level 3 features offer anything to make me want to choose it. Better Mage Hand and better damage cantrips aren't very exciting features.
Level 3 starts off slow but sets up the rest of the subclass. I'm also not a huge fan of Subclasses that feel front-loaded, which just motivates multiclass dips for the sake of grabbing powerful features. The best features in a subclass should require investment, imo.
But let's look at it plainly. At level 3 you're getting (1) a free cantrip, (2) a new way to use that cantrip, (3) better skill usage for skills you normally wouldn't be good at, and (4) a way to attack twice on your turn. None of this is insanely powerful, but it is impactful for how you play. Give it a try.
It's comparable to Bladesinger at Level 6, though Bladesinger gets better damage and defense. Last I checked needing to either use both action and Bonus Action or spend a spell slot to get two attacks that don't scale as well as Magic Weapons is not broken in D&D. Sure it's strong at Level 3, but it's definitely not the only way to get 2 attacks, and have one of those attacks be a Bonus Action. You should read through the PHB, then determine if something is "broken" based on all of the available options. '
And "interesting" is subjective. Mage Hand might be the most versatile cantrip in the game, and one of the most versatile spells in the game. The only thing it can't do is help you with Skill checks and Attack. This Subclass lets it do both. So I would personally say it's interesting on its face even at Level 3 just because of how much more versatile it makes an already versatile spell.
It's comparable to Bladesinger at Level 6, though Bladesinger gets better damage and defense. Last I checked needing to either use both action and Bonus Action or spend a spell slot to get two attacks that don't scale as well as Magic Weapons is not broken in D&D. Sure it's strong at Level 3, but it's definitely not the only way to get 2 attacks, and have one of those attacks be a Bonus Action. You should read through the PHB, then determine if something is "broken" based on all of the available options. '
And "interesting" is subjective. Mage Hand might be the most versatile cantrip in the game, and one of the most versatile spells in the game. The only thing it can't do is help you with Skill checks and Attack. This Subclass lets it do both. So I would personally say it's interesting on its face even at Level 3 just because of how much more versatile it makes an already versatile spell.
You're getting better than the single-target damage of Burning Hands for no resource cost.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
For the Wizard who wants to punch things and lovers of Mage Hand. This is the Arcane Hand Wizard.
https://www.dndbeyond.com/subclasses/2724147-arcane-hand
This is a flexible damage and support focused Subclass that has a risk/reward design revolving around the Mage Hand cantrip. You can just throw hands, or take a risk and set up powerful spell combinations. All features should function with a D&D Beyond Character Sheet without issue, but let me know if something doesn't work. I hope you give it a try and enjoy it.
I like it, except for 1 issue: none of the level 3 features offer anything to make me want to choose it. Better Mage Hand and better damage cantrips aren't very exciting features.
Level 3 starts off slow but sets up the rest of the subclass. I'm also not a huge fan of Subclasses that feel front-loaded, which just motivates multiclass dips for the sake of grabbing powerful features. The best features in a subclass should require investment, imo.
But let's look at it plainly. At level 3 you're getting (1) a free cantrip, (2) a new way to use that cantrip, (3) better skill usage for skills you normally wouldn't be good at, and (4) a way to attack twice on your turn. None of this is insanely powerful, but it is impactful for how you play. Give it a try.
It doesn't have to be frontloaded, but I want interesting, not just better. Think about the other things that could be accomplished with Mage Hand.
Also, I missed that the attack is a bonus action. That is EXTREMELY broken.
EXTREMELY broken?
It's comparable to Bladesinger at Level 6, though Bladesinger gets better damage and defense. Last I checked needing to either use both action and Bonus Action or spend a spell slot to get two attacks that don't scale as well as Magic Weapons is not broken in D&D. Sure it's strong at Level 3, but it's definitely not the only way to get 2 attacks, and have one of those attacks be a Bonus Action. You should read through the PHB, then determine if something is "broken" based on all of the available options. '
And "interesting" is subjective. Mage Hand might be the most versatile cantrip in the game, and one of the most versatile spells in the game. The only thing it can't do is help you with Skill checks and Attack. This Subclass lets it do both. So I would personally say it's interesting on its face even at Level 3 just because of how much more versatile it makes an already versatile spell.
You're getting better than the single-target damage of Burning Hands for no resource cost.