Master Hand Patron
While many clerics and priests ruminate on the actions of greater beings, but there are those who believe that their whole existence is at the behest of eldritch beings, determining their universe as one would roll dice. In a desire to become the trophies of these otherworldly beings, some warlocks try to connect with them, expanding their minds into another limb to roll with the punches.
Spell Level Spells 1st Catapult, Shield 2nd Cordon of Arrows, Knock 3rd Phantom Steed, Erupting Earth 4th Arcane Eye, Faithful Hound 5th Wall of Force, Destructive Wave
At 1st level, you learn the Mage Hand cantrip. It doesn't count against your number of cantrips known. When you cast this spell, it becomes a Spectral Hand that lasts for 1 hour, and you can use it as though it was a free hand, reload weapons, activate magic items, and carry non-weapon items. In addition, your mage hand acts as an arcane focus.
At 1st level, you can use your reaction to interpose your Spectral Hand between you and a creature you can see within range to provide you with half cover from that creature's attacks. If the hand was holding anything, those items would be dropped.
Starting at 6th level, your ability to connect with the otherworldly limb becomes more controlled. Your Spectral Hand can be used as part of an attack, although it cannot hold any weapons with the two-handed property, and it gains the following abilities:
- When you use the Attack action or cast a cantrip, you can make one attack with your spectral hand as a bonus action. Use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls
- If the Spectral Hand is unarmed, you are proficient with it, and it deals 1d6 bludgeoning damage.
- You can use the Spectral Hand to grapple a target. If you do, you can use your Charisma instead of Strength for the grapple check.
- As a reaction, you can catch yourself or another creature within range of your spectral hand to prevent falling damage equal to 4 times your Warlock Level.
At 10th level, you gain resistance to force damage and cannot be forced to move.
In addition, you learn the Bigby's Hand Spell. You can also cast it once without expending a spell slot. You regain the ability to do so when you finish a short or long rest.
At 14th level, your familiarity with the spectral hands reaches mastery level, and your spectral hand doubles in size. Once per short or long rest, whenever you cast Bigby's Hand or use your Spectral Hand feature, you can choose one of the following:
In addition, all damage dealt by your Spectral Hand becomes force damage, and its unarmed damage die increases to 1d8.
- The summoned hand is invisible for the duration, or 1 hour, whichever is shorter.
- Your Interposing Hand feature provides three-quarters cover, instead of half cover.
- You also create a second Hand of the same type for one minute. You can direct the second hand with the same actions, reactions, or bonus actions, having it mimic the first hand, or act independently of the first, mimicking the movements of your off-hand.
New Pact Boon:
Pact of the Glove
You learn the Mage Hand cantrip. If you already know this cantrip, you learn a different warlock cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast this spell, it has a range of 60 feet, you can both cast and direct it as a bonus action, and the spell lasts until dispelled. This summoned hand can be used as part of an attack, although it cannot hold any weapons with the two-handed property. When you use the Attack action, you can make one attack with your spectral hand as a bonus action. If the spectral hand is unarmed, you are proficient with it, and it deals 1d4 bludgeoning damage.
Prerequisite: Pact of the Glove OR Master Hand Patron.
Immediately after you take the Attack action on your turn, you can make two unarmed strikes with your spectral hand as a bonus action. You can use this ability a number of times equal to your Charisma Modifier, and regain all uses when you complete a short or long rest.