Arcane Hand: Nothing Beats a Magic Fisting
Usable By: Wizard
Spell Level: 5
School: Evocation
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (an eggshell and a snakeskin glove)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Review by Sam West, Twitter @CrierKobold
Sometimes you just feel a backhand is exactly the right solution to an evil NPC’s monolog, but you have a pathetic 8 Strength. At that point, you’d be laughed out of the game; instead, why not back hand them with a 26 Strength Arcane Hand?
Arcane Hand is in my top ten favorite spells. It rewards being built around, but doesn’t require it, offers a flexible tool in encounters, and while it’ll thrive in specific encounters, isn’t useless in any. If you’re going to be concentrating on one spell, you won’t be disappointed with Arcane Hand.
At its minimum, you can treat it like a Spiritual Weapon. A bonus action to attack for 4d8 force damage is no joke. If that were all the spell did, it’d be a better version of Arcane Sword; fortunately it also comes with three other modes that offer great utility.
A neat way to use the spell is as a second pool of hit points. Abjurers and Bladesingers who prioritize health can double up the bonuses they get through the Tough feat and high Constitution modifiers as the hand’s max HP equals yours. This isn’t a massive boon, but can be a fun option to consider for an off-brand tank wizard build.
Forceful Hand can yeet creatures between 20 and 30 feet from you easily. It then moves with the creature, meaning on subsequent rounds it should be no problem continuing to push them around. Forcing movement, especially long distance movements, can prove to be invaluable, and it is stapled to an already powerful spell.
Grasping Hand can wildly warp encounters. Because Arcane Hand affects creatures Huge or smaller, anything shy of an Ancient Dragon can be grappled. Unfortunately, Jeremy Crawford ruled that the hand keeps a flying grappled creature aloft, but beyond this small hiccup you can lock down most creatures you’ll be facing. The creature will then need to either spend an action attempting to break free, or face 2d6 bludgeoning damage for free while it remains grappled for just your bonus action. Eating actions can win encounters, and this can do that every round to nearly anything within 60 ft. of it.
Interposing Hand is the odd duck mode; it is fine, but I think you’ll frequently find the other modes more applicable to your survival. It does take up a 2x2 grid space, which can be useful in tight corridors, but creatures other than the specified one can pass through it with no problem, and half-cover just isn’t a big enough bonus to justify the effect to me. The opportunity cost of not wacking people or throwing them all about the place makes it feel comparatively lackluster.
There’s a reason why icons like Scanlan Shorthalt of Critical Roll are known for their Arcane Hand. The spell can be silly, provides incredible power and utility, and is worth your concentration slot.
Take fisticuffs to a whole new level. Take Arcane Hand
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