Base Class: Monk
Years ago, monks dabbled into magical ways in which they could aid their efforts of combat supremacy. In doing so, they learned how to cast, use and optimize the spell mage hand to gain an advantage on their foes. Monks who choose this subclass will immediately learn mage hand, on top of any cantrips if you are multi-classing. These monks are more intelligent than that of the way of the open hand monks or the way of shadows monks. They search desperately for enlightenment at every turn, yearning to learn how to use mage hand cantrip more effectively.
Mage Hand Summoning
When you select this tradition at 3rd level, you can use a ki point to summon a mage hand as a bonus action. You can summon a maximum of two at level 3, three at level 7, four at level 13 and finally five at level 17. Additionally, the mage hand can do various things:
- It can perform an additional deflect missiles reaction when a projectile is in range and causes the attack to do no damage.
- You can use your mage hand to steady itself and do patient defence for 1 ki point as a reaction, instead of a bonus action.
- When summoned, your AC increases by 1 on top of your unarmoured defence. This increases to 2 at level 12 and 3 at level 17.
- You gain proficiency with another artisan tool of your choice. The mage hand can use these tools as well.
- You can get your mage hand to help out in an ability check, giving you advantage. At level 10, you can get your mage hand to help other people in their checks as well.
Distracting Strike
At 6th level, you gain the ability to make your mage hand attack an enemy. During combat, you can get your mage hand to attack an enemy as a bonus action. The damage the mage hand deals is identical to the martial arts dice, unless it is using a weapon. It's stats are the same as the character using it. If you or an ally then attack that same enemy, it is distracted and thus you have advantage on your roll.
Additionally, the mage hand can swipe at the legs of the foe, making them need to make a DC 16 dexterity saving throw or be swept off their feet, dealing 1d8 + dexterity modifier damage and be knocked prone. You can do this yourself with the mage gloves feature at level 11.
Mage Gloves
At 11th level, you learn how to extend your hand's soul. Your hands are normal-sized physically, but spiritally they are much larger than normal, around a hill giants size. Your unarmed strikes have an additional 5ft of range and do an additional 1d4 force damage, scaling to 1d6 at level 17. You can also make a swipe attack; the same that your mage hands do; which costs 1 ki point. See the distraction feature for the stats.
Mage Hand Mastery
At 17th level, you have mastered the use of mage hands, gaining the following abilities:
Fatal Grasp
Requirement : CN or lower alignment - Using a mage hand you can rip out part of a creature's soul, forcing a DC 12 constitution saving throw. On a fail they take 10d8 necrotic damage, and on a success nothing happens. You can only use this ability once per day, but you can use it again for 4 ki points.
Reviving Grasp
Requirement : N or higher alignment - Using a mage hand, you can bring a creature back from death, or heal them. If unconscious, you can spend 8 ki points to bring the creature back to half health or if they are only wounded, you can heal them 8d5 + Monk level + intelligence modifier hit points.
Bone-shattering Clap
As an action, you can spend 3 ki points to clap two of your summoned mage hands together, creating a gigantic burst of energy to erupt in a 20ft cone pointing away from you. Any creatures in range of the clap take 6d10 force damage and are forced to make a dexterity saving throw. If they fail the saving throw, they are pushed back 50ft and on a success, they are pushed back 10ft.
Finger Pointer
All creatures within 30ft who are stealthing are pointed out by the closest mage hand. For rogues, this means they do not have advantage on a monk of the many hands.
Previous Versions
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3/26/2020 3:02:50 PM
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10/19/2020 4:08:33 PM
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33
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2
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5e
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Coming Soon
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