You create a Medium hand of elemental power in an empty space you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. Choose from the following options:
Hand of Fire: A hand of fire is an object that has AC 13 and hit points equal to half your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 20 (+5) and a Dexterity of 16 (+3). The hand doesn’t fill its space. For damage rolls in the Hand Actions table, use fire damage. If the target of your Interposing Hand attempts to pass through a space adjacent to a hand of fire, make a check with the hand’s Dexterity opposed to the target’s Dexterity (Acrobatics). On a successful check, the target takes 1d6 + 3 fire damage. Casting a hand of fire requires the following material: a piece of charred firewood, which the spell consumes.
Hand of Ice: A hand of ice is an object that has AC 16 and hit points equal to half your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 20 (+5) and a Dexterity of 16 (+3). The hand fills its space. For damage rolls in the Hand Actions table, use cold damage. If the target of your Interposing Hand attempts to pass through a space adjacent to a hand of cold, make a check with the hand’s Dexterity opposed to the target’s Dexterity. On a successful check, the target takes 1d6 + 3 cold damage. Casting a hand of ice requires the following material: a small silver disc formed like a snowflake, worth at least 2 gp.
Hand of Earth: A hand of earth is an object that has AC 17 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 22 (+6) and a Dexterity of 12 (+1). The hand fills its space. For damage rolls in the Hand Actions table, use bludgeoning damage. When using the Grasping Hand action, you deal an extra d6 damage. Casting a hand of earth requires the following material: a gemstone worth at least 10 gp.
Hand Actions
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 3d6 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 Small 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 Large or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Small 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 2d4 + your spellcasting ability modifier damage.
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 without making a Dexterity (Acrobatics) check opposed by the hand’s Dexterity check. If the target attempts to move through the hand’s space and fails, it takes 1d6 damage.
* - (A leather glove and other materials depending on element)
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