Warlock
Base Class: Warlock

She stood amidst the corpses of her enemies, her spectral hands covered in blood still hovering around her. After taking a final look at the carnage she had just unleashed, the warrior alerted her friends that the danger was no more. They emerged from their hiding places and witnessed the massacre, but before they continued their journey, the warrior couldn't contain herself any longer, so she declared with a grin : Welp! I think I hand-led that pretty well! Her adventuring party of course then brutally murdered her before proceeding with their adventure, but no one will ever be able to take the satisfaction she got from finally doing that pun.

Hand-lers all get their powers from a pact with Hecatoncheires, even if none of them know how to spell it. Their patrons don't ask too much of them after the original sacrifice, so they roam the realms freely, exploring their new-found powers. Since the bar is so low to become a Hand-ler, pretty much anyone who waltzes into a Hecatoncheires' lair and has arms to spare can become a warlock.

There is one major restriction with this subclass though : Hand-lers are not allowed to cast spells. They may still pick Eldritch Invocations and a pact, but they lose the ability to cast spells. Even Eldritch Blast, explaining why they are so rejected by their community. 

This subclass was of course inspired by our lord and savior, Gaster Scanlan, and his use of magical hands in Vox Machina. This is my first time making public homebrew, so please tell me how I can improve on this.

Underworld Gym Membership

Starting at 1st level, you gain proficiency in the Athletics skill and your carrying capacity doubles.

Ambidextrous murder

 

Starting at 1st level, the character loses both of their arms, which stops them from using any item, ability or spell that would require them. They are left with two small lobes at the shoulder, and a feeling of regret. Instead, they learn the Mage Hand cantrip. It doesn't count as a warlock cantrip and it comes with a few modifications :

-The range increases to 60 feet

-You ignore the weight limit, using instead your own carrying capacity to determine what the hand can do.

-It can attack using a simple, one-handed melee weapon that it grabs.

-You can now conjure two of them at a time, and do so as a bonus action. You can move and use them for non-combat purposes on your bonus action as well. Remember that all of your hands must always be in your line of sight, otherwise they just vanish in a puff of smoke.

-You learn maneuvers that will aid you in battle : Grab, Slap/Punch and Swat ( They take an action to use but you can attack with them as many times in a turn as the amounts of hand you have available ) each dealing an amount of damage equal to 1d4 x your proficiency modifier if they land and having these special effects: 

  • -Grab : You can attempt a grapple check using your athletics modifier and spellcasting modifier against the target. If they fail, they take the damage and are grappled by the hand, functioning as a normal grapple would. 
  • -Slap / Punch : You attempt a ranged attack roll against a creature in range. On a hit, they take the damage and are pushed back 10 feet.
  • -Swat : You attempt to pin down a creature. Make a grapple check against them and if they fail, they are restrained and take the damage. They can attempt to escape at the beginning of every turn by making an acrobatics check against your spell save DC.

( Keep in mind that this is open ended : if you want to grab a stalagmite and throw it at your enemies, speak with your DM to determine what roll would be needed. These are only suggestions, and I myself plan on using them in many flavorful fashions my foes shall fall for ).

Hands Galore

 

Starting at 6th level, your Mage Hand gains the following properties :

-They become small sized, doubling their carrying capacity, although you can still use the tiny ones.

-You can use them to fly through the skies like a magic carpet. Keep in mind they still only move 30 feet per round as a bonus action.

You also gain Expertise in the athletics skill.

Delicate Fingers

 

Starting at 10th level, your Mage Hand gains the following benefits :

-You can now conjure three at a time

-Their size increases to large and their carrying capacity doubles again.

-When tiny, you have the option to make them invisible. They can also be used for tasks that require surgical precision, such as playing the violin, scratching your nose and more equally useful procedures.

-Their range increases to 120 feet and you can move them 60 feet per round.

-They can be used as cover. If you end your turn with your magical hands in a position that would block incoming fire from hitting you, they count as half, three-quarters, or full cover ( depending on where they are compared to you ).

Hand Mastery

 

Starting at 14th level, you reach the apex of hand-eye coordination :

-Your Mage Hand are now huge, and their carrying capacity doubles.

-You can now conjure four at a time.

-They last until you dismiss them, meaning you can keep them active while you sleep.

-You learn a special maneuver to deafen your enemies : Once per long rest, as a Maneuvers ( like the ones at level 3 ), you can use two of your hand's action to clap, causing an eruption of sonic energy in a 90 foot cone. Each creature in this area must make a constitution saving throw against your spell save DC or take 4d10 thunder damage and be deafened for a minute. They can repeat the saving throw at the end of each of their turns, ending the effects on a success. If they succeed the first time around, they take half damaged and are not deafened.

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