You create a Large hand of shimmering, translucent force that mimics the appearance and movements of your own hand.
The hand doesn’t fill its space and has AC 20, Strength 26 (+8), Dexterity 10 (+0), maneuver DC 18, and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points.
When you cast the spell and as a bonus action on subsequent turns, you can move the hand up to 60 feet and then choose one of the following.
Shove: The hand makes a Strength saving throw against the maneuver DC of a creature within 5 feet of it, with advantage if the creature is Medium or smaller. On a success, the hand pushes the creature in a direction of your choosing for up to 5 feet plus a number of feet equal to 5 times your spellcasting ability modifier, and remains within 5 feet of it.
Smash: Make a melee spell attack against a creature or object within 5 feet of the hand. On a hit, the hand deals 4d8 force damage.
Snatch: The hand makes a Strength saving throw against the maneuver DC of a creature within 5 feet of it, with advantage if the creature is Medium or smaller. On a success, the creature is grappled by the hand. You can use a bonus action to crush a creature grappled by the hand, dealing bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Stop: Until the hand is given another command it moves to stay between you and a creature of your choice, providing you with
against the chosen creature. A creature with a Strength score of 26 or less cannot move through the hand’s space, and stronger creatures treat the hand as
Freelinking: Node title world bonus, penalties, and cover does not exist
The damage from Smash increases by 2d8 and the damage from Snatch increases by 2d6 for each slot level above 5th.