# Warlock Patron: Allhands I mean, it's a ton of hands. There's other stuff going on, and we could talk about it, but we all know why you're here. It's alright. We get it. Caldwell's hands art is real fucking cool. You don't care about this lore nonsense, and I don't want to write it, because we're only here for one thing: Hands. ### Expanded Spell List Allhands Warlocks may choose from an expanded list of spells when they gain a warlock spell. The following spells are added to the warlock spell list for you. ##### Allhands Expanded Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *detect evil and good, inflict wounds* | | 2nd | *hold person, phantasmal force* | | 3rd | *clairvoyance, nondetection* | | 4th | *evard's black tentacles, phantasmal killer* | | 5th | *bigby's hand, dominate person* | ### Bonus Cantrip Starting at 1st level, you learn the *mage hand* cantrip. This counts as a warlock cantrip for you, and does not count against your number of cantrips known. The casting time of *mage hand* for you is a bonus action. When you cast *mage hand*, the hand it creates is stronger than average. As a bonus action, you can use the hand to make a magic unarmed strike. You add your spell attack bonus to the hand's strikes. On a hit, the hand deals 1d6 + your Cha modifier force damage. If you are attuned to a magic weapon, you can choose for the hand to conjure with the weapon in hand. You can activate any of the weapon's abilities through the hand. The hand can only weild one-handed weapons, and to attack with a weapon takes your action. You can use your spell attack bonus to hit with the weapon, and add your Cha modifier to the damage instead of the skill you would normally use. You do not get the bonus action unarmed strike if the hand is weilding a weapon. ### Quick Fingers At 6th level, you are good with your hands. You gain proficiency in one set of artisan's tools, aou can take the *Use an Object* action as a bonus action on your turn. In addition, when you cast *mage hand*, you can create two spectral hands instead of one. Your spectral hand can now weild two-handed weapons. If it is weilding a one-handed weaon, it can now make an unarmed strike with its bonus action in addition to the weapon attack. ``` ``` ### Soul Appraisal At 10th level, you learn to estimate a soul's value with little time. If you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its lifestyle. You learn the creature's alignment, if it is celestial or fiendish, and one of its following characteristics that you choose: * Damage Vulnerabilities, Resistances, and Immunities * Class Level (if any) * One Ability Score ### Alternate Reality Starting at 14th level, you can use an action to touch a creature with your hands or a magical hand you have created. The creature can make a Wisdom saving throw against your Spell Save DC. On a failure, it is transported to a demiplane of illusion. You choose the nature of this demiplane, and how it differs from the world as is, but the creature is absolutely convinced of its reality. At the end of each hour it spends in the demiplane, the creature can repeat its saving throw, recognizing the illusion and returning to the prime material plane on a success. A creature that succeeds on its save is immune to this feature for the next month. Once you use this feature, you can't use it again until you finish a long rest. ```
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Concept and Art © Drawfee