You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own 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. The hand doesn’t occupy its space.
When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.
Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or 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, remaining within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.
Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
* - (an eggshell and a glove)
wow
I like all of the changes except that the components have been changed from "snakeskin glove" to just "glove". Kinda loses some flavor. If a particular group wants their characters to avoid using animal products then it'd be easier for them to just say any glove works. Now, it's just glove.
If grappled during round one by the hand, does the opponent keep grappled condition next round if you take a different bonus action for the spell?
Available for both Wizard, AND Wizard
And sorcerer and sorcerer
It doesn't say else anywhere and why wouldn't it be posible? And althogh I think the grapple rules only applies to creatures (and the hand is an object), some DMs might say it can only grapple one creature at a time
Yeah thats funny
When you use this spell notice that the Interposing Hand has no duration limit. You can just choose it when you cast the spell and it's active until the spell ends
Am I missing something here, or is this spell lacking information? The forceful hand and grasping hand effects both mention saving throws, but it doesn't specify what the DC is. Is there something in the new rules that says we're supposed to assume that any saving throw in a spell description is against your spell save DC? Because the hand used to have strength and dexterity scores listed, and it doesn't anymore. So we don't have anything else to use for the saving throw. Also, it seems like a nerf if the save DC is based off the caster's spell save instead of the hand's strength score, since it used to have a strength of 26. And I always thought you could use the hand to do things like pick up a heavy object, which isn't explicitly listed in the effects. But if you try to do that now, you don't have a strength score to work with. Are you supposed to use the caster's stats, or make up a strength score? Or are we not supposed to use the hand for that sort of thing anymore?
Pretty sure all spell saves are based on the caster, unless it's clearly meant to work otherwise such as with a summon spell. Also yeah it does seem odd that the hand lost its own scores and it's much harder to rule if the hand can manipulate objects now.
"Scanlan's Hand!"
Buffed. Bigby's Hand was already one of my favorite 5th-level spells due to how many ways you could use it, but now it's even better. Use Grasping Hand to pick up enemies, then on your next turn you pull them high in the hair and use Forceful Hand to throw them and they take falling damage. Then move the hand close in to the enemy to take up space and block them I guess (you won't be able to use Interposing Hand, but at least the hand would position itself so maybe the enemy would attack it instead of you or your party).
So they made the damage higher, made interposing hand way worse against single targets, and didn't address the high damage scaling, and how it's still way better than Mordenkainen's sword except for a smidge of 1st turn damage.
Also, not immune or resistant to poison damage?
This is a huge nerf imo. We went from contested ability checks with the hand having a +8 and advantage if the target is medium or smaller, to a strength save against your spell save DC.
It's not nearly as reliable at immobilizing a single target now.
And since it has no strength score, it has basically lost all of its out of combat utility.