Umbral Hand (3.5e Feat)

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Author: Eiji-kun (talk)
Date Created: 1-21-10
Status: Complete
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Umbral Hand [Reserve] Prerequisites: 2nd level spellsBenefit: As long as you have a shadow spell of 2nd level or higher available to cast you can manipulate objects with your shadow manifested into a single quasi-real hand which floats around you. You can wield weapons and items up to one size larger, or perform a natural slam attack (1d8 damage for Medium creatures/effective Large sized fist). It uses the ability score used for manifesting as its effective Strength and Dexterity score, your BAB, saves, feats, and skills, and consumes your actions. The hand can extend out to your reach +5 ft away normally.

The hand can be sundered as a manufactured weapon, with no hardness and half your hit points and a break DC of 8 + caster level. Hit points are restored when you rest. If destroyed, it can be resummoned in a 1 minute ritual which gives a -2 stacking penalty to your Constitution for 24 hours.

You can concentrate to move the hand any distance within line of sight with a move speed of 30 ft. When used like this, it cannot attack but can perform any action a single hand can perform. It pops out of existence if line of sight is lost for more than 1 round, and reappears at your side.

As a secondary benefit, you gain a +1 competence bonus to your caster level when casting shadow spells. Special: For psionics you can make this "Ecto Hand", requiring metacreativity abilities instead of shadow. Instead of an increase in manifester level, you decrease the cost of metacreativity powers by 1 point (minimum 0).



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Eiji-kun's Homebrew (5656 Articles)
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Article BalanceHigh +
AuthorEiji-kun +
Identifier3.5e Feat +
Prerequisite2nd level spells +
RatingUnrated +
SummarySo long as you retain a Shadow spell at ready, you can manipulate things with giant, quasi-real fists. +
TitleUmbral Hand +
TypeReserve +