Whether it be a birth condition or a tragic accident, you can't use your physical hands. Due to this, you have spent years using the mage hand cantrip to replace your missing hands, mastering it to the point that they act just like your original hands. You gain the following benefits:
Quite Handy
Mage hand is now a permanent spell, and you always have at least one instinctively active. If all mage hands get dispelled (such as by losing all their HP), then a new one is summoned right next to you immediately. Mage hand has a hit point maximum equal to a quarter of your hit point maximum (round down), dispelling if they lose all HP. Negation-type spells (Such as Counterspell and Antimagic Field) can instantly dispel mage hands that are affected. All mage hands get dispelled if you are incapacitated in any way, including short/long rests in which your character sleeps. You can dispel any additional mage hands without an action. You can use a bonus action to regenerate your 2nd mage hand. You may only regenerate your 2nd mage hand when there is only one hand active.
Need a Hand?
You can summon two mage hands at once without using spell slots. With an action, you can choose to use up a spell slot and gain a number of extra mage hands equal to the spell slot level used. (eg: If a 3rd level spell slot is used, you gain an additional 3 hands, giving you 5 mage hands total). This feature can be used a number of times equal to your proficiency bonus per long rest, and all extra mage hands must be dispelled before using it again. Extra mage hands can give additional bonuses to certain actions, such as...
Utilizing: For each hand after two, you gain an additional bonus of +1 per hand when making a skill check with tools (eg: A wizard uses Leatherworker's tools. He uses 5 mage hands for the check, therefore granting him a bonus of +3). You can use a maximum number of mage hands for ability checks equal to your proficiency modifier. This bonus can also be applied to skill checks that are heavily dependent on hands (eg: suturing a wound with medicine or performing a dance with performance) as the dm sees appropriate.
Attacking: When using the attack action and a weapon, you gain bonuses and penalties for each mage hand used after 2 depending on the weapon's properties, such as...
Light: With each additional hand used, you can make an additional attack as part of the bonus action, however you gain disadvantage with the attack roll, and you have to arm each hand with a light weapon. (eg: A wizard arms 3 of his mage hands with daggers before sending them after a goblin. He can attack the goblin three times, but the attack roll has disadvantage)
Range: With each additional hand used, you get an extra 5 feet of range, however you lose 1 damage per hand used in the attack.
Two-handed/versatile: With each additional hand used, you deal an extra 2 damage, however all hands used in the attack take half of the damage dealt.
These bonuses/penalties stack, meaning something like the trident would both deal more damage and gain more range while still taking damage. You can use a maximum number of additional hands equal to your proficiency bonus - 2.
Helping: As a bonus action, any additional hands not used in an action can be commanded to use either the help or utilize action. They cannot be individually commanded and they all have to partake in the same action. No additional bonuses are given if this bonus action is taken outside the bonuses the PHB already establishes (eg: if you help someone with a skill check via the help action, they only get a +1 to the bonus no matter how many hands help them)
Handy Abilities
Mage hand can take the Attack, Help, Magic, and Utilize actions, along with the ready action if the reaction prepared is one of the previously mentioned actions. If you cannot see the mage hand, then it acts as if it has the blinded condition unless you have tremorsense or blindsight.
Mage hand can be used to perform skill checks with tools as long as you have sight on them (or can sense them via tremorsense/blindsight), are proficient with the tool, and the hands are 5 feet + your perception modifier times 3 away from you.
Mage hand can be used to reload and fire weapons. If you attack with a weapon, whether ranged or melee, and the mage hand used to attack is more than 5 feet away from you, the mage hand acts as if it has the blinded condition. You can also use mage hand to activate magic items if they are within 10 feet of you.
Mage hand can now cast spells if it is less than 5 feet away from you. If the spell has a range of touch, the range is increased to your spellcasting ability times 5. (eg: a wizard has a spellcasting ability of 5. The mage hand is used to cast Fireball. The mage hand has to be 5 feet or less away from the wizard to do this. However, if the mage hand is instead used to cast Flame Arrows, it instead has to be 25 feet or less away from the wizard)
Mage hand can be used to shove an enemy 5 feet away, cause them to have the prone condition, or grapple an enemy with a DC equal to your spell save DC, or make an unarmed strike for force damage equal to 1 + your spellcasting ability. If you don't have a spell save DC, then your DC is the base DC for unarmed strikes.
If you have an ability that makes mage hand invisible, such as via the Githyanki species or the Arcane Tricker rogue subclass, then only a maximum number of mage hands equal to half of your spellcasting ability can be invisible, to a minimum of 1. (eg: An arcane tricker rogue with a spellcasting ability of 6 can have a maximum of 3 mage hands invisible)
Handy Buffs
Mage hand has an increased range of your proficiency modifier times 10.
Mage hand is able to lift up to 30 pounds + your spellcasting ability times 5 (eg: A wizard with a spellcasting ability of 5 allows mage hand to lift up to 55 pounds of weight). You may use multiple mage hands to increase how much weight can be lifted up multiplicatively (eg: if the same wizard were to use two mage hands instead of one, they would be capable of lifting up to 110 pounds of weight). If used to lift an unwilling creature, then the mage hands take damage equal to half the creatures max hp and their range is cut in half. If used to lift a willing creature, only the range is cut in half.
Bigger is Better
If you have access to the spell Bigby's Hand and cast it, it replaces your dominant mage hand when casted. If you use a 7th level spell slot or higher for Bigby's Hand, both of your default mage hands are replaced with 2 copies of Bigby's Hand. You can use both an action and bonus action to command both copies of Bigby's hand.
Don't need it
If you do not have a spellcasting ability, then your proficiency bonus + your main class's primary ability is used instead. (eg: A githyanki barbarian has a proficiency bonus of 3 and a strength bonus of 3, meaning his "spellcasting ability" is 6)
No Longer Needed!
Do to how dependant you have become of the mage hand cantrip, you can no longer use your physical hands no matter what. Regeneration is impossible, and trying to replace them, whether with a prosthetic or via surgically attaching new ones, reveals that whatever nerves you've once had near your hands/nub have become redundant and no longer work.
If the whole arm is instead replaced, then the second the new arms are attached to your body, the nerves in them are magically fried around the wrist, making the new hands just as useless as your old ones. Along with this, any hands attached to said arms immediately rots (or corrodes if metal, crumbles if stone, etc) off at the wrist, and your wrist becomes a nub.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/2/2026 2:28:07 AM
|
11
|
2
|
--
|
Coming Soon
|
|
|
5/2/2026 4:53:54 PM
|
9
|
1
|
--
|
Coming Soon
|
|
|
5/2/2026 6:52:09 PM
|
10
|
1
|
--
|
Coming Soon
|
Comments