Arcane Sluggers (5e Spell)

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Arcane Sluggers
9th-level Evocation
Casting time: 1 action
Range: 120 feet
Duration: 1 minute

You create two Large hands of shimmering, translucent force in an unoccupied space that you can see within range. These hands lasts for the spell's duration, and move at your command, mimicking the movements of your own hands.

The hands are objects that have AC 23 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 hands fill their respective spaces.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hands up to 60 feet and then cause two of the following effects with them (one for each hand).

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 8d8 force damage. If the other hand is Interposing the same target, it deals an additional 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. If both hands are pushing the same creature, the range it is pushed is doubled.

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 8d6 + your spellcasting ability modifier. If both hands are grasping the same creature, it has disadvantage to escape the grapple and the damage is increased by 4d6.

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. If both hands are interposing between the same creature, the creature must make a Strength check to move through them, if it has a Strength score equal to one hand.

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