I am creating a new school for the wizard in dnd 5e. The school is focused on spells that summons Hands, like Mage Hand and Bigby's Hand.
I have trouble balancing a new spell for the 9th level. My idea is to make a much stronger version of Bigby's Hand. Moreover, I'd like the spell to have a high casting time. It is 1 minute in the actual version. In addition to the force damage, this spell can also do radiant damage and shed sunlight. The reason for which I would like to give the hand these bonuses is that in our campaign, we are at war with vampires, therefore my wizard is studying ways to be effective against them.
This is the spell:Glorious Colossal Hand
- Casting Time: 1 minute
- Range: 1 mile
- Components: V, S
- Duration: Concentration, up to 10 minutes
You create a Gargantuan (40 by 40 feet surface and 20 feet height) hand of shimmering, glowing, yellow force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 25 and 300 hit points. If it drops to 0 hit points, the spell ends. It has a Strength of 30 (+10) and a Dexterity of 20 (+5). The hand doesn't fill its space. The hand sheds sunlight out to a range of 100 feet and dim light for an additional 100 feet.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 300 feet and then cause one of the following effects with it.
Glorious punch. The hand rapidly strikes in a straight line of up to 300 feet. Each creature in the line must make a Dexterity saving throw. A creature takes 12d10 force damage on a failed save, or half as much damage on a successful one. Buildings and objects in the line take this damage times the impact surface (in 5 by 5 feet unit) and do not stop the movement of the hand if they are destroyed as a result of the damage they take from the hand. When performing this action, consider the dimensions of the hand to be those of a cube with a 20 feet edge.
Meteor Punch. The hand goes up in the air and then strikes a vertical punch to the ground. Creatures in a square 20 by 20 feet must make a Dexterity saving throw. A creature takes 12d10 force damage on a failed save and is stunned until the end of its next turn, or half as much damage on a successful one. When performing this action, consider the dimensions of the hand to be those of a cube with a 20 feet edge.
Laser Beam. The hand goes up in the air and shoots a laser beam to a single target. Make a ranged spell attack against the target. On a hit, the target takes 15d10 radiant damage and is blinded until the start of its next turn.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is smaller than the hand, you have advantage on the check. If you succeed, the hand pushes the target up to 20 feet plus a number of feet equal to twenty times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is smaller than the hand, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes 4d8 radiant damage, 4d8 force damage, and 4d8+ your spellcasting ability modifier bludgeoning damage.
Interposing Hand. The hand interposes itself between creatures of your choice and other creatures of your choice choose until you give the hand a different command. For the first group of creatures, the hand becomes opaque, providing cover depending on the line of sight rules. In particular, consider the hand to be like a wall for a 20 by 20 feet square (at the center of the hand) and providing half cover for the rest of its surface. The hand moves to stay between the first and the second group of creatures. Creatures of the first group can't move through the hand's space if their Strength score is less than or equal to the hand's Strength score. If their Strength score is higher than the hand's Strength score, they can move toward you through the hand's space, but that space is difficult terrain for them.