You summon a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand reflects the power and dominion of one of the three Djinns. When you cast the spell, you choose which color is the hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
- Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
- Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
- Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
- Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
You can also use your bonus action to change the color of the hand, each color has different effects:
L'Khdar :
- Blessed Surge : The green hand releases a burst of energy that invigorates plant life. All creatures friendly to the caster within 30 feet regain hit points equal to 2d8 +5.
- Nature's Grasp : The hand can create a 15-foot radius of difficult terrain in a location within 60 feet, as vines and roots burst forth.
- Verdant Vigor : While within 30 feet of the hand, friendly creatures gain advantage on Constitution saving throws for being poisoned.
- Green Lord’s Tree : The hand causes a magical 20 feet high tree to sprout out from the ground. Any creature beneath it is safely lifted from the ground.
L'Zrak :
- Aeolian Blast: The hand channels the power of the open sky to unleash a focused blast of air and water. Make a ranged spell attack against a creature within 60 feet. On a hit, the target takes 6d8 cold damage and must make a Strength saving throw or be pushed 15 feet away from the caster.
- Abyssal Gaze: . You can choose a creature within 60 feet and force them to make a Wisdom saving throw. On a failed save, the target is stunned for 1 minute as its mind is overwhelmed by the vastness of the blue sky.
- Eye of the Cyclone : The blue hand's eye sees through illusions and into the depths of reality. While within 30 feet of the hand, friendly creatures gain Mage-sight.
L'Khal
- Umbral Veil : While within 30 feet of the hand, friendly creatures gain advantage on Dexterity (Stealth) checks and gain resistance to being charmed or frightened.
- Umbral Grasp: The black hand reaches into the shadows and pulls forth a creature's deepest fears. Make a melee spell attack against a creature within 10 feet. On a hit, the target takes 6d6 psychic damage and must make a Wisdom saving throw or be frightened for 1 minute.
- Black Lord's Tree: The hand causes a magical 20 feet high tree to sprout out from the ground. The tree is black and its canopy casts an area of magical darkness in a 30-foot radius, centered on the tree. It bears dark fruits.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
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