The Forceful Hand

Warlocks that follow the pact of the Forceful Hand do not typically seek the favor of another being except perhaps a great wizard or sorcerer. Followers of the Hand adhere to a philosophy that the only true power is the ability to directly affect and shape the world around you and nothing more. They believe that the ability to make tangible and solid the infinite nature of magic is the most pure expression of that power. Power incarnate, expressed in the shape of a hand, demonstrates to them the unique humanoid dominion over this force and by extension their dominion over this and all worlds.

Because of this world view, often times followers of the Hand are intolerant, even violent towards non humanoid magic users that they see as unworthy of wielding the power. Not all followers of the Hand share in this intolerance, but that is just as often attributable to indifference or single minded pursuit of their goals as it is to understanding or compassion. This pursuit, the drum beat to which all Warlocks of the Hand march, is the same: more.

Expanded Spell list

The Forceful Hand lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Forceful Hand Expanded Spells

Spell Level Spell 1st Shield, Tenser's Floating Disk 2nd Cloud of Daggers, Levitate 3rd Leomund's Tiny Hut, Haste 4th Otiluke's Resilient Sphere, Mordenkainen's Faithful Hound 5th Animate Objects, Telekinesis

Follow Through

At 1st level you are an initiate of the divine form, your Mage Hand is an extension of your body and when you cast a spell it is briefly charged with arcane power you can use to lash out at nearby enemies. You learn the Mage Hand cantrip and you may cast and control it within your own space as a free action. When you succesfully strike an enemy with a spell attack and you share your space with your Mage Hand you may attempt a single unarmed strike against any target in range. Your unarmed strikes deal force damage.

Mage's Aegis

Starting at 6th level a shell of excess arcane energy covers your body, siphoned from the impact of the magical blows rained on your enemies. You gain +1 bonus armor class and at the start of each of your turns you gain temporary hit points equal to your pact casting modifier. If you dealt damage with a warlock spell attack the previous round you gain your (pact casting modifier + 1/2 Warlock level) in temporary hit points instead.

Bigbys Left Hook

At 10th level your Mage Hand's strength grows even further, you can maintain and utilize it even when under great stress and you can empower it to channel the divine form briefly. If you are sharing your space with your Mage Hand you add your proficiency modifier to Str checks. Additionally you may cast Bigbys Hand using one of your spell slots or substitute the prepared spell at any level of your Mystic Arcanum with a casting of Bigbys Hand at an equal level, you may use this ability 1/long rest.

Hand of God

At 14th level your devotion to the Forceful Hand has resulted in the ability to effortlessly sustain the divine form for a short time. You may cast the spell Bigbys Hand 1/long rest and it does not consume a spell slot. When cast in this way you do not need to maintain concentration on the spell and you may issue it commands as an action or a bonus action on your turn.

Pact Boon

Eldritch Grip

You are able to weave your eldritch power into your martial strikes. You can use your pact casting ability for your attack and damage rolls of your unarmed strikes. At 5th level, your unarmed strike uses a d4 for damage, which increases to 1d6 at 10th, 1d8 at 15th, and 1d10 at 20th level.

Invocations

Eldritch Barrier

As an action you can sacrifice your total number of temp HP and you create a number of panels equal to your charisma modifier, each panel is 10 feet tall, 5 feet wide, 1 inch thick and transparent, each panel must be contiguous with at least one other panel. Its armor class is equal to 10 + Cha with HP equal to the amount of Temp HP you sacrificed and resistance to all damage. You may project this barrier at a range of 15ft, the wall lasts for 1 minute, until it is reduced to 0 hp or if it is dismissed by you as a free action.