Spellfist

Brawling Arcana

When you choose this school at 2nd level, you learn the Mage Hand cantrip. lf you already now this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Mage Hand, its maximum range increases to 60 feet and you gain the following options:

Carry. The maximum amount of weight the Mage Hand can carry increases by 5 pounds per Wizard Level.

The maximum amount of weight the Mage Hand can carry increases by 5 pounds per Wizard Level. Deliver. When you cast a spell with a range of touch, your Mage Hand can deliver the spell as if it had cast the spell.

When you cast a spell with a range of touch, your Mage Hand can deliver the spell as if it had cast the spell. Strike. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of it. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As an action on your turn, you can move the hand up to 30 feet and repeat the attack against a creature within 5 feet of it.

The damage dealt by Strike increases by 1d8 at 5th level, and again at 11th and 17th level.

Improved Mage Hand

At 6th level your mastery with the Mage Hand spell gives you new ways of using it:

Attach. As an action, you may designate a creature within 30 ft of your Mage Hand. The creature must succeed on a Dexterity Saving Throw against your spell save DC, or have the Hand become attached to it. While attached in this manner, any touch attack you make through the Hand has advantage. The creature may spend an action on its turn to attempt another Saving Throw to detach your Hand from it.

Arcane Surge

Additionaly, at 6th level, when you hit a creature with Strike or Deliver, you can expend one spell slot to deal extra force damage to the target, in addition to the attack’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. This extra damage can only be dealt once per turn.

Bigby’s Brawl

At 10th level, you add Bigby’s Hand spell to your spellbook if it is not there already. While concentrating on Bigby's Hand, you gain the following benefits:

You have advantage on Concentration checks to maintain this spell.

You can deliver touch spells through it, as if it had the Deliver property from your Brawling Arcana

property from your Brawling Arcana Your Mage Hand grows in size, becoming Large, while affected in this manner, the damage dealt by it increases by an extra 1d8.

Credit: Enrique Rivera

https://www.artstation.com/enriquerivera

Spell Strike

Starting at 14th level, when you hit a creature with Arcane Surge, on top of suffering the attack's damage, you may choose to subject the target to one of the effects below

Acid. The creatures AC is reduced by 1, per spell slot spent, until the end of its next turn.

The creatures AC is reduced by 1, per spell slot spent, until the end of its next turn. Cold. The creature is restrained until the end of its next turn.

The creature is restrained until the end of its next turn. Fire. At the beginning of its next turn, the creature suffers fire damage equal to half the additional damage you dealt.

At the beginning of its next turn, the creature suffers fire damage equal to half the additional damage you dealt. Lightning. The creature is stunned until the end of its next turn.

The creature is stunned until the end of its next turn. Necrotic. The creature is weakened until the end of its next turn.

The creature is weakened until the end of its next turn. Poison. The creature is poisoned until the end of its next turn.

The creature is poisoned until the end of its next turn. Radiant The creature is blinded until the end of its next turn.

The creature is blinded until the end of its next turn. Thunder. You push the creature 5 feet per spell slot spent.

Once you use this feature, you can’t use it again until you finish a long rest.