Bigby's Dexterous Digits

The caster creates a pair of Tiny-sized hands made of shimmering, translucent force in an unoccupied space that they can see within range.

These hands are objects with an AC of 15 and 5 hit points. If all of the hands created by the spell are destroyed, the spell ends. When the spell is cast and as a bonus action on subsequent turns, the caster can move the hands up to 30 feet and issue a command for them to complete:

Fantastic Fencers: The hands spawn long, rapier-like blades made of pure force. They attack using the caster's Spell Attack Modifier and can attack two different targets at once. On hit, they deal 1d8 force damage.

They may deal non-lethal damage, should the caster choose.

Feeling Fingers: The hands have a Strength and Dexterity of 8(-1), but otherwise function as an Unseen Servant. The caster can choose to use their action to feel through the hands as if they were their own.

The hands have an amazingly sensitive sense of touch, allowing tremorsense up to 5 feet from themselves and granting advantage on Wisdom (Perception) checks that rely on touch.

Pugnacious Pugilists: The hands spawn bandages that wrap around them dramatically. They attack using the caster's spell attack modifier, dealing 1d8 bludgeoning damage on hit.

They may deal non-lethal damage, should the caster choose.

Silencing Hands: The hands fly towards a target the caster chooses within range that can be seen. The caster makes a ranged spell attack to hit; on a success, the hands clamp themselves over the target's mouth. They cannot be pulled away and as long as they remain, the caster cannot speak.

The hands take half-damage when in this state - the rest of the damage is dealt to their victim, instead.

Strangling Grip: The hands fly towards a Medium or smaller target the caster chooses within range, grabbing onto its throat. They must make a ranged spell attack to hit, dealing 2d4 bludgeoning damage on a success and grappling the target (whose escape DC is equal to the caster's Spell Save DC). Until the grapple ends, the target cannot breath and, at the beginning of each of its turns, the hands inflict an additional 2d4 bludgeoning damage.