November 4, 2020

Mage Hand Magus

Martial Archetype
Comments from the Finger: You really gotta hand it to us. It was all hands on deck to get this adaptation of the teleknight done, but we're old hands at this, so we didn't need any underhanded design tricks -- we got our hands dirty and have this neat, handmade subclass!

Mage Hand Magus

Blades sweeping around in dramatic arcs, propelled by ghostly, disembodied hands -- the Mage Hand Magi are truly a force to be reckoned with. While wizards are content to use mage hand to retrieve their wands and open doors from across the room, the cantrip’s potential has always been clear for warriors: a deft mage hand can afford dozens of feet between a soldier and their foe, letting them deal a killing blow without raising a fingertip. Mage Hand Magi have mastered this cantrip through practice and discipline, elaborating a trick pioneered by warmages into a deadly fighting style of twin hovering blades. The most skilled can even manifest a warhand, a grand fist of magical wrath, with which to crush their enemies. 

Mage Hand Master
Starting at 3rd level, when you choose this archetype, you learn the mage hand cantrip if you did not know it before. You can cast it with the following improvements:
  • You can cast and control mage hand as a bonus action. 
  • You summon two separate hands when you cast it, and you can control one or both of them when you use the spell. 
  • The spell's duration is indefinite, ending only when you are knocked unconscious or you choose to end it. 
  • Your mage hands are stronger than the normal, capable of lifting a combined weight in pounds equal to 5 x your fighter level, and they are dexterous enough to perform any ability check you could normally perform with your hands.

Combat Hands
At 3rd level, you have learned to use your mage hands in combat. While you are holding nothing in your hands, your mage hands can wield weapons: each can wield a single one-handed weapon, or together they can wield a two-handed weapon.
    When you take the Attack action on your turn, you can make one or more of your attacks through your mage hands against targets you can see within their reach. You can add your Intelligence modifier, instead of your Strength or Dexterity, to the attack and damage rolls. A mage hand not wielding a weapon can be used to punch a creature within 5 feet of it, dealing 1d6 force damage on a hit. 

Handy Maneuvers 
Starting at 7th level, you can use your hands to perform a number of combat maneuvers or tricks. While they are not wielding weapons, you can use both of your hands together to grapple or shove a creature. When you do so, you add your Intelligence modifier to the Strength (Athletics) check. 
    Additionally, you can use your reaction to make an opportunity attack with one of your hands when a creature leaves its reach. 

Warhand
Starting at 10th level, when you cast mage hand, you can form one of them into a much more powerful construct called a warhand. Your warhand is identical to the hand summoned by the spell arcane hand, except that you must use its abilities as an action, instead of a bonus action. Intelligence is your spellcasting ability for this spell. When you use any of the warhand’s abilities, you can use a bonus action to make a single attack with your other mage hand

Handglide 
By 15th level, while two summoned mage hands or a warhand are within 5 feet of you, the hands can hold you aloft and carry you to your destination. You can have a flight speed equal to your movement speed while the hands carry you.

Heavy Handed
Starting at 18th level, you can summon two warhands instead of mage hands when you cast the mage hand spell. You can use the abilities of both warhands as part of the same action on your turn. 


14 comments:

  1. This is handy. Armed with this, I have an idea for the next leg of my campaign!

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    1. Thanks to everyone who didn't reply to this. Any encouragement would have only led to unchecked pun escalation

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  2. This looks awesome!! Just curious, is the warhand always a 5th level arcane hand?

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    1. Yup. Unless otherwise stated, spells cast like this are always lowest level.

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  3. Arcane hand is Bigby's, yeah?

    This seems amazing and hilarious, I love it!

    Can you handglide even if you weigh more than your hands are supposed to be able to lift? (Mage hands, that is. Totally-not-Bigby's hand can lift 350 kg.)

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  4. "When you do so, you add your Intelligence modifier to the Strength (Athletics) check." - As written, this seems to mean that you add both your INT and your STR to the roll. Is this intentional?

    Also, wow, a fifth-level spell at-will? Seems kinda nuts. I like it.

    This subclass seems like a lot of fun! Jojo monk is great and all, but this seems like a much simpler way to play a stand user XD

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    1. Yup, adding Int is intentional here. You won't use Int for a lot of this class, so I don't expect it to be a massive bonus here.

      And remember: Arcane Hand isn't used as a bonus action, but as an action, so it's a *lot* more limited.

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    2. Does the warhand benefit from adding your intelligence to its grapple and push checks like the mage hands do?

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  5. I'm imagining a character from Dark Matter with a pair of hardlight gauntlets...

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  6. Perfect. Just what I was looking for.

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  7. Is this meant to replace Teleknight?

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    1. Consider it more of a more setting appropriate version. The teleknight isn't superseded exactly, but we like something formulated more like this for printed books.

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    2. fair enough, makes me a little sad, I have really enjoyed your Telekninght. but not really much room in 5e for psionics though, this does keep with the style better.

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