Base Class: Sorcerer
When a sorcerer with dormant power or enough determination loses both of their arms, their power forms to heal and bolster their new weakness. This rare case is nicknamed the Mage's Hands. With their newfound power comes increased range when casting and dealing with those that insist on getting closer. The lost limbs can be detached anywhere from just above the elbow to the shoulder.
The Replacements
1st-level Mage’s Hands Feature
The pair of persistent mage hands that replace the lost ones. The hands mostly act and move where they would if they were the real hands when not being payed attention to.
Your base range for everything is extended by 5 feet. (including spell range, melee and touch attack.)
The Link
1st-level Mage’s Hands Feature
Having gone through the process to become a Mage's Hand strengthened the connection to the mage hand cantrip.
The Mage Hand cantrip is changed so that the duration is 5 minutes, it can activate magic items as long as it is within 10 ft of you, and up to three mage hands can be summoned at one time. If the three summoning limit is exceeded the first summoned disappears.
Growing Connection
6th-level Mage’s Hands Feature
As the sorcerer's power grows the connecion to the the Mage Hand cantrip does.
The Mage hand cantrip is altered further. Now It's duration is 10 minutes, it can attack (this does not include spellcasting) if it is within 10 ft of the caster, the range that the magic hand can go before disappearing is increased to 40 ft, and the new upper limit of mage hands summoned at once is 5.
Greater Link
14th-level Mage’s Hands Feature
As the link between hands and user solidifies magic can begin to be transferred along the ethereal connection.
The Mage Hand cantrip is further modified. The hands from the Mage Hand cantrip can now have spells cast through them as long as they are within 20 ft of the caster. The attack and magic item activation range is increased to within 20 ft as well, the distance that can be traveled from the caster is increased to 60 ft,the duration time is increased to 20 minutes, and the amount of mage hands summon-able at once is increased to 10.
The Puppet-master
18th-level Mage’s Hands Feature
Having formed a full bond with the many hands gives the Mage's Hand extreme power and control over them. Some have even been known to move lesser enemies across the battlefield like pawns.
The Mage Hand cantrip is given it's final alterations. Mage Hand can now be cast as a bonus action and two hands are able to be created from one casting. The spellcasting, magic item activation, and attack action usability ranges are increased to within 30 ft of the caster. The spell duration is increased to 1 hour and the limit to active mage hands is increased to 15. The hands can now carry half your lift capacity each and are slowed at a quarter of your lift capacity to 5 ft. 2 hands working together can carry your full lifting capacity and are slowed to 5 ft at half your lift capacity. Using 4 or more hands does not change the max weight but does allow full 30 ft movement at full lift capacity. (using 3 hands does not affect anything.)
The hands can now be used to carry someone and give them a fly speed (but movement is controlled by you). A willing creature given one hand has 5 ft of fly speed, given two hands has 15 ft, and given 3 hands has 30ft. (adding more than 3 hands does not increase the speed.) An unwilling creature is given a DC 12 Strength/Dex. Save to resist getting grabbed for forced fly speed and can make a resist save each round. (lifting capacity still applies)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/14/2020 7:21:16 AM
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8
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1
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1.0
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Coming Soon
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1/20/2022 7:07:24 AM
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47
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7
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1.1
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Coming Soon
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