This was brought up before, but the Arcane Trickster 3rd level feature does not automatically add Mage Hand to the character's spell list. Instead the character is given 3 cantrips to choose freely. The obvious fix is to just pick Mage Hand and two other cantrips.
My character also has the Telekinetic feat which is supposed to add 30 feet to Mage Hand's range if the cantrip is already learned. Instead the character has two instances of Mage Hand in their spell list, both with a 30 foot range. The description for the Mage Hand provided by Telekinetic has an extra paragraph stating the choice to cast without verbal or somatic components, but that's the only difference. Said paragraph doesn't have a line break before it either, so it's sort of stuck on the last paragraph of the normal spell description.
I have an Arcane Trickster myself and am interested in the Telekinetic feat. I did some tinkering with homebrew and found a way to make the spell's range be 60ft.
Make a homebrew feat as a copy of "Telekinetic ([your spell ability modifier])", and call it, say, "Telekinetic (Intelligence) [60ft]", then on the edit page for the feat, Edit the "Mage Hand" item under "Spells". In the box labeled "Range Distance (FT.)", type 60. (Note that the "Additional Description" textbox contains the extra paragraph of information that gets stuck onto the end of the Mage Hand spell description.) Then Save, then Save Changes back at the main edit page for the feat.
With this homebrew feat, you'll still have the 2 copies of the Mage Hand spell, but at least the one from Telekinetic will have a listed range of 60ft.
I imagine DDB has plans for fixing up handling when feats or class features make adjustments to spells if a character already knows the spell, but this can help tide you over for now. (I also assume they didn't want to make separate versions of the feat for 30ft/60ft since there are already 3 versions of the feat depending on your spellcasting modifier, meaning they'd need to have 6 versions to cover them all, and the change is mostly redundant.)
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
In regards to the Telekinetic feat. My variant human sorcerer picked up the Telekinetic feat at creation and chose Mage Hand as my cantrip. However, instead of having a single Mage Hand at 60ft with the ability to push/pull, I have two instances of Mage Hand, both at 30ft with one of them having the push/pull listed.
I have an Arcane Trickster myself and am interested in the Telekinetic feat. I did some tinkering with homebrew and found a way to make the spell's range be 60ft.
Make a homebrew feat as a copy of "Telekinetic ([your spell ability modifier])", and call it, say, "Telekinetic (Intelligence) [60ft]", then on the edit page for the feat, Edit the "Mage Hand" item under "Spells". In the box labeled "Range Distance (FT.)", type 60. (Note that the "Additional Description" textbox contains the extra paragraph of information that gets stuck onto the end of the Mage Hand spell description.) Then Save, then Save Changes back at the main edit page for the feat.
With this homebrew feat, you'll still have the 2 copies of the Mage Hand spell, but at least the one from Telekinetic will have a listed range of 60ft.
I imagine DDB has plans for fixing up handling when feats or class features make adjustments to spells if a character already knows the spell, but this can help tide you over for now. (I also assume they didn't want to make separate versions of the feat for 30ft/60ft since there are already 3 versions of the feat depending on your spellcasting modifier, meaning they'd need to have 6 versions to cover them all, and the change is mostly redundant.)
Very interesting solution. I did something similar with the 3rd party homebrew Evolved Cantrips making replacement feats for the evolved mage hand. I'll need to make some Telekinetic (if you already have mage hand) feats.
This was brought up before, but the Arcane Trickster 3rd level feature does not automatically add Mage Hand to the character's spell list. Instead the character is given 3 cantrips to choose freely. The obvious fix is to just pick Mage Hand and two other cantrips.
My character also has the Telekinetic feat which is supposed to add 30 feet to Mage Hand's range if the cantrip is already learned. Instead the character has two instances of Mage Hand in their spell list, both with a 30 foot range. The description for the Mage Hand provided by Telekinetic has an extra paragraph stating the choice to cast without verbal or somatic components, but that's the only difference. Said paragraph doesn't have a line break before it either, so it's sort of stuck on the last paragraph of the normal spell description.
Just a heads up. Thanks!
I have an Arcane Trickster myself and am interested in the Telekinetic feat. I did some tinkering with homebrew and found a way to make the spell's range be 60ft.
Make a homebrew feat as a copy of "Telekinetic ([your spell ability modifier])", and call it, say, "Telekinetic (Intelligence) [60ft]", then on the edit page for the feat, Edit the "Mage Hand" item under "Spells". In the box labeled "Range Distance (FT.)", type 60. (Note that the "Additional Description" textbox contains the extra paragraph of information that gets stuck onto the end of the Mage Hand spell description.) Then Save, then Save Changes back at the main edit page for the feat.
With this homebrew feat, you'll still have the 2 copies of the Mage Hand spell, but at least the one from Telekinetic will have a listed range of 60ft.
I imagine DDB has plans for fixing up handling when feats or class features make adjustments to spells if a character already knows the spell, but this can help tide you over for now. (I also assume they didn't want to make separate versions of the feat for 30ft/60ft since there are already 3 versions of the feat depending on your spellcasting modifier, meaning they'd need to have 6 versions to cover them all, and the change is mostly redundant.)
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Hey there!
The devs are aware of the bug where characters aren't being granted Mage Hand - they're working on resolving it (but I don't have an ETA as to when).
In regards to the Telekinetic feat. My variant human sorcerer picked up the Telekinetic feat at creation and chose Mage Hand as my cantrip. However, instead of having a single Mage Hand at 60ft with the ability to push/pull, I have two instances of Mage Hand, both at 30ft with one of them having the push/pull listed.
Bump - The issue mentioned by @Intuition still appears to be a thing:
https://www.dndbeyond.com/characters/80960923
Very interesting solution. I did something similar with the 3rd party homebrew Evolved Cantrips making replacement feats for the evolved mage hand. I'll need to make some Telekinetic (if you already have mage hand) feats.
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