Wizard
Base Class: Wizard

Where physical might fails, magic prevails. Your study of magic has focused on making up for a lack of physical ability with magical skill and refined technique. Arcane Hand Wizards wield magic that mimics the martial abilities of brawlers and martial artists, using their abilities to enhance their physical prowess and support their spellcasting.

 

Level 3: Arcane Hand Technique

You know the Mage Hand cantrip and it does not count against your number of cantrips known. When you make an Athletics or Sleight of Hand check while the hand is summoned, you can use your Intelligence for the check instead of Strength or Dexterity.

 

Level 3: Archmage’s Right Hand

When you cast Mage Hand you can cast it as a Bonus Action and can use a Bonus Action to control the hand while the spell is active.

When you cast it, and as a Bonus Action while it is active, you can make a melee spell attack through it that does Force damage equal to 1d10 + your Intelligence modifier. When you use a Bonus Action to make attacks through the hand you can also move the hand up to 30 feet before making an attack. The hand cannot be moved more than 30 feet on your turn.

 

Level 6: Arcane Martial Prowess

If you cast a spell of level 1 or higher on your turn, you can make two melee spell attacks through your Mage Hand instead of just one on that turn.

In addition, while you are within 10 feet of your Mage Hand you gain a +2 bonus to your Armor Class and the damage dealt by attacks made through the hand increases by 1d10.

 

Level 10: Empowered Mage Hand

When you hit a creature with an attack you make through your Mage Hand you can inflict one of the following effects.

Arcane Vulnerability. Until the start of your next turn the creature has Disadvantage on the next saving throw it makes against a spell.

Force Impact. The creature must succeed on a Strength saving throw against your spell save DC or be knocked Prone.

 

Level 14: Archmage’s Left Hand

When you cast Mage Hand you can also summon a second spectral hand in an unoccupied space adjacent to you. This hand can be used to hold the power of a spell you cast that requires Concentration, allowing you to concentrate on a different spell.

The spell the hand holds must be one that is cast at a level equal to or below 1 + half your proficiency bonus (round down). While the hand holds the spell you cannot cast the same spell and you must make a Constitution saving throw to maintain Concentration on the spell held by the hand whenever you take damage. While you maintain Concentration on a spell using the hand you take 3d10 Psychic damage at the end of each of your turns. This damage cannot be reduced in any way.

If you do not use the second hand to hold a spell you can have the hand follow your other spectral hand. Doing so will increase the damage of melee spell attacks you make through the other hand by 1d10.

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