Bhu
2023-09-09, 06:22 PM
THE FISTS OF BIGBY
The Fists of Bigby are a lunatic cult of Wizards who all claim to be descendants of the original caster (even though many are clearly of a different species). Whereas Bigby was retiring and secretive, they are loud and proud. Where Bigby was a traditionalist, to the point of being puritanical, the Fists are transgressive, and proud of it. They take great joy in punching people while screaming "I CAST FIST!" They trap people in forcecages just because they can. They are bullies, trolls, thieves and liars to the last man. Their only shared belief is the delusion that their ancestor, Bigby, has ascended to godhood, and will call them up as his chosen one day.
In short, they are absolutely nuts. And prone to throwing spells around. They want what they want, when they want it, and don't take well to being told no. On the plus side, they see their ancestors enemies as their enemies, so if one of those enemies is pursuing you, the Fists will help you. Now granted, they'll never let you forget that you owe them. And when they ask for the favor to be returned, it'll be something dangerous, weird and uncomfortable ("We're robbing Orcus. We need you to distract him. Here's your tiara, the poison is in the third diamond from the left.").
FORCE ARMOR
At 2nd Level, whenever you cast a leveled spell doing Force damage, or creating an effect made of force, you gain temporary hit points equal to the Spells Level in 6 sided dice. For example, if you cast Bigby's Hand (a 5th Level Spell), you gain 5d6 temporary hp.
FORCE HANDS
At 6th Level your Unarmed Strikes use your Intelligence Score for attack and damage rolls, and does 2d6 Force damage.
GREATER HAND
At 10th Level, when you cast Bigby's Hand, it has additional effects you can access.
Battering Hand: The Hand deals double damage to objects and structures when using the Clenched Fist option.
Protecting Hand: When using the Interposing Hand option, the Hand acts as a 10 foot by 10 foot Wall of Force as well.
Silencing Hand: When you use the Grasping Hand option of the spell, the target must make a Dexterity Save against your Spell Save DC, or be unable to speak as long as the Hand is grappling it.
Swatting Hand: When using the Forceful Hand option, if it succeeds in Shoving the target, it also knocks it Prone. If the target is flying, it also falls out of the sky.
IMPROVED CASTING
At 14th Level, whenever you cast a spell doing Force damage, or that creates an effect from force (Wall of Force, Forcecage etc.) you can choose to enhance it in one of the following ways:
Increase the range by +30 feet.
Cast it without a verbal, somatic or material component.
If the spell has a duration longer than Instantaneous, you can increase it one step: 1 round becomes 1 Minute, 1 Minute becomes 10 Minutes, 10 Minutes becomes 1 Hour, and 1 Hour becomes 8 Hours.
If the spell has an area of effect it increases by +50%. For example, if the spells normal range is a 30 foot cone, it now becomes a 45 foot cone.
The Fists of Bigby are a lunatic cult of Wizards who all claim to be descendants of the original caster (even though many are clearly of a different species). Whereas Bigby was retiring and secretive, they are loud and proud. Where Bigby was a traditionalist, to the point of being puritanical, the Fists are transgressive, and proud of it. They take great joy in punching people while screaming "I CAST FIST!" They trap people in forcecages just because they can. They are bullies, trolls, thieves and liars to the last man. Their only shared belief is the delusion that their ancestor, Bigby, has ascended to godhood, and will call them up as his chosen one day.
In short, they are absolutely nuts. And prone to throwing spells around. They want what they want, when they want it, and don't take well to being told no. On the plus side, they see their ancestors enemies as their enemies, so if one of those enemies is pursuing you, the Fists will help you. Now granted, they'll never let you forget that you owe them. And when they ask for the favor to be returned, it'll be something dangerous, weird and uncomfortable ("We're robbing Orcus. We need you to distract him. Here's your tiara, the poison is in the third diamond from the left.").
FORCE ARMOR
At 2nd Level, whenever you cast a leveled spell doing Force damage, or creating an effect made of force, you gain temporary hit points equal to the Spells Level in 6 sided dice. For example, if you cast Bigby's Hand (a 5th Level Spell), you gain 5d6 temporary hp.
FORCE HANDS
At 6th Level your Unarmed Strikes use your Intelligence Score for attack and damage rolls, and does 2d6 Force damage.
GREATER HAND
At 10th Level, when you cast Bigby's Hand, it has additional effects you can access.
Battering Hand: The Hand deals double damage to objects and structures when using the Clenched Fist option.
Protecting Hand: When using the Interposing Hand option, the Hand acts as a 10 foot by 10 foot Wall of Force as well.
Silencing Hand: When you use the Grasping Hand option of the spell, the target must make a Dexterity Save against your Spell Save DC, or be unable to speak as long as the Hand is grappling it.
Swatting Hand: When using the Forceful Hand option, if it succeeds in Shoving the target, it also knocks it Prone. If the target is flying, it also falls out of the sky.
IMPROVED CASTING
At 14th Level, whenever you cast a spell doing Force damage, or that creates an effect from force (Wall of Force, Forcecage etc.) you can choose to enhance it in one of the following ways:
Increase the range by +30 feet.
Cast it without a verbal, somatic or material component.
If the spell has a duration longer than Instantaneous, you can increase it one step: 1 round becomes 1 Minute, 1 Minute becomes 10 Minutes, 10 Minutes becomes 1 Hour, and 1 Hour becomes 8 Hours.
If the spell has an area of effect it increases by +50%. For example, if the spells normal range is a 30 foot cone, it now becomes a 45 foot cone.