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Mage Hand Knack [2/2]

  • casting time 1 bonus action
  • range 30 feet

  • components N/A
  • duration 1 minute

Seize: The hand grabs a creature of Tiny size and attempts to grapple it. The creature must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC or be grappled by the hand. The hand continues to grapple the target until the target uses an action to escape on its turn, the spell ends, or you use your bonus action to use a different effect using the hand.

Warmage Warmage Trick

Mage Hand Knack [1/2]

  • casting time 1 bonus action
  • range 30 feet

  • components N/A
  • duration 1 minute

Prerequisite: Mage Hand cantrip

Your skill with the Mage Hand cantrip allows you to use it as an extension of yourself. When you cast the spell and as a bonus action on each of your subsequent turns, you can use one of the following effects with the hand:

Press: The hand pushes against a Large or smaller creature within 5 feet of it. Choose a direction away from that creature. Every foot of movement in that direction while the hand is pressing against it costs the creature two feet of movement. The hand continues to push the target until the spell ends or you use your bonus action to use a different effect using the hand.

Punch: The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your spell attack bonus. On a hit, the target takes 1d6 force damage.

Warmage Warmage Trick

Lieutenant’s Demand

  • casting time 1 action
  • range 60 feet

  • components N/A
  • duration 1 round

Prerequisites: 10th level, House of Kings

You can cast the spell Command at will without using a spell slot.

Warmage Warmage Trick

Leading Edge Tactics

  • casting time N/A
  • range Self

  • components N/A
  • duration Passive

Prerequisites: House of Lancers

You always have a plan when engaging the enemy. As such, attacks during the first round of combat have disadvantage against you.

Warmage Warmage Trick

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