"One Mage Hand is okay, but why not a half dozen that can swing swords and provide cover?"
With a gesture, you summon a swarm of invisible hands that act as extensions of your will. The swarm consists of 1 + your spellcasting ability modifier (minimum 2) Telekinetic Hands, tiny constructs that follow your commands but have no will of their own. Each hand appears anywhere in range, may only be commanded while in range, and any hand more than 60 ft. from the caster at the end of their turn is destroyed.
Telekinetic Hands (Tiny Construct)
- AC: 10 + your spellcasting ability modifier
- HP: 1
- Speed: 30 ft., fly 30 ft. (hover)
- STR & DEX: Equal to your spellcasting ability modifier
- Other Ability Scores: 1
- Saves: Strength + your proficiency bonus (auto-fails all others)
- Skills: Athletics, Sleight of Hand
- Damage Immunities: Psychic, Poison, bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: Poisoned, charmed, disease
- Additional Proficiencies: All weapons and the same tools as the caster
Swarm Commands
When you cast this spell, and as a Magic action on your subsequent turns, you may command each hand to move up to 30 ft. and take one of the following actions:
- Move: The hand moves an additional 30 ft.
- Manipulate Object: The hand picks up, interacts with, or activates an object within its reach. If the object is worn or carried by a creature, that creature must succeed on a contested Athletics or Sleight of hand skill check against the hand or lose possession of the object.
- Assist: The hand grants the Help action to a creature or another hand within 5 ft.
- Hamper: The hand imposes disadvantage on the next skill check a creature within 5 ft. makes before the start of your next turn.
- Attack: The hand makes a weapon attack using a carried weapon or object.
- Defend: The hand grants +1 to a creature's AC by positioning a carried object defensively. This effect stacks if multiple hands take this action for the same creature, but the creature must remain within 5 ft. of the hands to retain the benefit.
Swarm Persistence & Restoration
At the end of your turn, 1d4 destroyed hands are automatically restored, up to the maximum originally summoned. These hands appear in your space.
You may also use your action to resummon 1d4 previously destroyed hands anywhere within range.
Disrupting the Swarm
A Dispel Magic spell cast at any level undoes the magic of all hands within 5 ft. of the target. Hands unmade this way cannot be restored for the spell’s duration.
At Higher Levels.
When cast using a 6th-level spell slot or higher, the number of hands summoned increases by 1 per spell level above 5th.
Previous Versions
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2/28/2025 10:23:54 PM
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6/26/2025 8:13:46 PM
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