Your Mage Hand become an extension of yourself, and as you grow stronger, it does as well. Spending time to study the spell, or through constant refinement of the casting process, you mange to unlock abilities that others would find extraordinary.
When you cast Mage Hand, it gains a variety of bonuses and tasks it can perform in relation to your level.
You can choose to perform these tasks without being noticed by a creature by succeeding on a Sleight of Hand check contested by the creature's passive perception, or if they are aware of the player, a contested Perception check.
Your Mage Hand can only follow 1 control task per turn.
Starting at 4th level:
- You can use a bonus action to change the transparency and color of the hand, you can even make the spectral hand invisible.
- You can control your Mage Hand to stow one object the hand is holding in a container worn or carried by another creature.
- You can control your Mage Hand to retrieve an object in a container worn or carried by another creature.
- You can control your Mage Hand to have the hand use thieves' tools to pick locks and disarm traps.
Starting at 8th level:
- You can now use your bonus action to control the hand.
- Changing the transparency and color of the Mage Hand is now a free action.
- You are always aware of the location of your Mage Hand.
- You can dismiss the Mage Hand as a bonus action.
- Unless you will it, the Mage Hand does not immediately vanish if it is outside your range, it is instead dragged along at its speed to stay within the area. If it is unable to stay within range, then it vanishes.
- The range of the spell is increased to 60 feet.
- The hands capacity is increased to 20 pounds.
- The duration of the spell is increased to 5 minutes.
Starting at 12th level:
- You no longer need Verbal components to cast Mage Hand.
- You can dismiss the Mage Hand as a free action.
- You can control your Mage Hand to increase or decrease its size to be one size larger, or one size smaller. This has no affect on carry capacity.
- You can control your Mage Hand to push or drag an object (not worn by a creature) that weighs no more than double the Mage Hands carry capacity.
- You can control your Mage Hand to interact with magic items, and it can activate them if the action is simple enough, such as pushing a button or opening a bag.
- You can now cast additional Mage Hands, the max number of Mage Hands you can have at once is equal to half your DEX modifier rounded up, at a minimum of 1 Mage Hand. You can only control 1 hand at a time.
- The movement speed of the hands is increased to 45 feet.
- The duration of the spell is increased to 20 minutes per hand.
Starting at 16th level:
- You can optionally cast Mage Hand as a bonus action.
- You can control your Mage Hand to distract targets. The hand must be within 5 feet of a creature, and must be visible to them. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
- You can control your Mage Hand to make a melee spell attack with a held weapon, using your spell casting modifier. The weapon used by the hand must have the light property. You do not add the ability modifier to the damage of the attack.
- The number of Mage Hands you can have at once is equal to your DEX modifier, at a minimum of 1 Mage Hand.
- You can now command up to 2 Mage Hands at once using your control. You can use multiple hands to combine their carrying capacity. When commanding multiple hands, you can control them to do different things independent of each other.
- As a free action on your turn, you can set the Mage Hands movement to be relative to your own position. Meaning if you are to move at high speeds, or get thrown around, the hands will attempt to maintain the same distance from you. The hands will attempt to move around any obstacle in a simple manner to maintain this distance, if they are unable, they will likely get stuck on the obstacle. While set to travel relative to you, the hands will also teleport along with you.
- The range of the spell is increased to 120 feet.
- The movement speed of the hands is increased to 60 feet.
- The hands capacity is increased to 40 pounds.
- The duration of the spell is increased to 1 hour per hand.
Starting at 19th level:
- You no longer need Semantic components to cast Mage Hand.
- The Mage Hands now move by themselves under your will during your turn, without needing to control them. You will still need to control them to perform actions.
- You can control your Mage Hand to touch a creature or object. This allows you to cast a touch spell through it, as long as your are within 30 feet from the hand.
- You can control your Mage Hand to become truly invisible. When a Mage Hand is truly invisible, it cannot be seen by truesight.
- You can now command up to 3 Mage Hands at once.
- The range of the spell is increased to 150 feet.
- The movement speed of the hands is increased to 75 feet.
- The hands capacity is increased to 50 pounds.
- The Mage Hand can be "over-encumbered", and moves at a speed of 25 feet if carrying more than 50 pounds, but no more than 100 pounds.
- The duration of the spell is increased to 2 hours per hand.
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Posted Jul 21, 2024I've always felt that mage hand lacked in utility, and after trying out the Arcane Trickster subclass, I realised how good the mage hand could be with some appropriate scaling.
There was never enough range, or the object was too heavy, or there was always some inconvenience that lowered my expectations of the mage hand, to the point where just rolling a 35 stealth check and doing it yourself just seemed so much more viable.
It should go unmentioned that ultimately the DM will always have control over how much of this feat a player can use.
As always, please leave a comment if you have any ideas or recommendations.