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Clenched Fist

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Clenched Fist creates a Large magic hand that appears between you and one opponent.

The hand can push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The hand attacks once per round, and its Attack Bonus equals your Caster Level + your Intelligence, Wisdom, or Charisma modifier (for a Wizard, Cleric, or Sorcerer, respectively) + 11 for the hand's Strength score (33), – 1 for being Large. The hand deals 1d8+11 points of Damage on each attack, and any Creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move Action.

Forceful Hand: It can also pursue and Bull Rush one opponent you select. The Clenched Fist gets one Bull Rush attack per round. This attack does not provoke an attack of opportunity. Its CMB for Bull Rush checks uses your Caster Level in place of its base Attack Bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large. Clenched Fist prevents the opponent from moving closer to you without first succeeding on a Bull Rush attack, moving both the clenched hand and the target closer to you.

Interposing Hand: This floating, disembodied hand can move to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of Darkness, Invisibility, polymorphing, or any other attempt at hiding or Disguise. The hand does not pursue an opponent, however.

A clenched fist is 10 feet long and about that wide with its fingers outstretched. It has as many Hit Points as you do when you're undamaged, and is AC 20 (–1 size, +11 natural). It takes Damage as a normal Creature, but most magical effects that don't cause Damage do not affect it.

The hand never provokes Attacks of Opportunity from opponents. It cannot push through a wall of force or enter an Antimagic Field, but it suffers the full effect of a prismatic wall or Prismatic SphereThe hand makes Saving Throws as its caster.

Disintegrate or a successful dispel magic destroys it.

Any Creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a Creature weighing more than 2,000 pounds, but it still affects the creature's attacks.

Directing the spell to a new target is a move Action. 


Casting Time
1 standard action
V, S, F/DF (a leather glove)
1 round/level (D)
10-ft. hand
Sorcerer/wizard 8
Medium (100 ft. + 10 ft./level)
Saving Throw
Evocation [force]
Spell Resistance
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