I'm playing a level 3 Arcane Trickster Rogue using the 2024 rules, and I have a few questions about how Mage Hand Legerdemain interacts with Sleight of Hand checks and item manipulation, particularly during combat.
The 2024 Mage Hand spell states:
"When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial."
Mage Hand Legerdemain also allows the Arcane Trickster to control the hand as a Bonus Action and make Dexterity (Sleight of Hand) checks through it.
I'm particularly interested in three situations:
1. Pouring Oil with Mage Hand
The Oil item allows a character to take the Utilize action to pour oil onto the ground, covering a 5-foot square within 5 feet of themselves.
Since Mage Hand explicitly allows the hand to "pour the contents out of a vial," would pouring oil onto the ground be a valid use of the spell?
My reasoning is that Mage Hand is performing exactly the physical manipulation described in the Oil item's rules.
If this is allowed, could the Arcane Trickster pour the oil using their Bonus Action to control Mage Hand?
Also, would the 5-foot placement restriction be measured from the caster or from the spectral hand?
I'm not suggesting that Mage Hand could throw an oil flask as an attack, only that it could pour the oil onto the ground.
2. Spreading Caltrops
Caltrops also require the Utilize action to spread them onto the ground.
Would Mage Hand's ability to "manipulate an object" allow it to spread caltrops and produce their normal mechanical effect?
Or is there an important rules distinction between manipulating objects and taking the Utilize action?
I recognize that the argument for caltrops may be weaker than for oil, since Mage Hand explicitly mentions pouring the contents of a vial.
3. Stealing a Sheathed Weapon During Combat
The 2024 Arcane Trickster's Mage Hand Legerdemain allows Dexterity (Sleight of Hand) checks through Mage Hand.
Could an Arcane Trickster use this ability to steal a weapon carried by an enemy but not currently held, such as a dagger or sword in its sheath?
For this question, I'm not assuming the enemy is unaware or distracted.
Imagine an enemy actively engaged in combat. The Arcane Trickster attempts to remove a sheathed dagger using Mage Hand. The enemy may notice the attempt and try to prevent it, but the Rogue might still succeed through superior manual dexterity.
I'm specifically distinguishing this from disarming an enemy who is actively holding a weapon.
Does the 2024 ruleset permit such an attempt using Sleight of Hand, potentially resolved by an ability check, or would it require a separate mechanic or DM adjudication?
And if this is a valid Sleight of Hand check, can the Arcane Trickster perform it through Mage Hand as a Bonus Action?
I'd be fine with a Rogue's Mage Hand pouring a flask of oil or bag of caltrops, but not disarm an enemy. Stealing a sheated weapon by trying to pull it from an unwilling enemy to me would be more a Strength check than a Dexterity check.
I’d just want to add that in combat, it might be tough to pull off. You would need to give the item to the mage hand, which would be your object interaction for that round. Which might not be an issue, but it also might be, depending on circumstances and what else you’re trying to do. You could also use the hand to grab the oil or caltrops from you or I’d allow it to take them from a willing ally, but that would be it’s interaction that round, and it wouldn’t have one left to pour them out on the other end.
Free Object Interaction: Hand the oil flask to Mage Hand.
Bonus Action: Use Mage Hand to pour the oil onto the ground in the enemy's space.
Action: Cast Create Bonfire to ignite the oil.
In terms of action economy, I think this is a pretty good combo, especially at lower levels.
As for stealing items, my idea is to use Mage Hand to steal weapons, arcane focuses, or any other items an enemy is carrying or has sheathed, as long as they aren't actively holding them or the items aren't securely attached to their body.
I'd like to be able to attempt this both during and outside of combat.
To my understanding, technically it's a Bonus Action to control & move the Mage Hand and the Utilize action to pour an Oil fllask in a space. Then lighting it up with Create Bonfire would cause a creature in it to make a Dexterity saving throw or take 1d8 fire damage and also take 5 Fire damage if it ends its turn there.
Your DM will tell if any of this can be done and to what result.
Free Object Interaction: Hand the oil flask to Mage Hand.
Bonus Action: Use Mage Hand to pour the oil onto the ground in the enemy's space.
Action: Cast Create Bonfire to ignite the oil.
In terms of action economy, I think this is a pretty good combo, especially at lower levels.
While in terms of action economy it could work, I’m not sure why you’d do it. The target would get a dex save to avoid the damage (as plaguescarred said). But, you could just cast create bonfire and throw the fire at them, and they get the same dex save to avoid the same damage. It seems like you’ve added extra steps for no real benefit, unless you can somehow force them to stay in that space. And the thrown version has a 60’ range as opposed to 30 for mage hand. I guess it could help if the target has cover, but then it seems like that same cover would apply to trying to hit the oil, maybe? Not sure how that might work.
The benefit comes from the Oil item's description:
«Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.»
This means 5 points of guaranteed fire damage, with no saving throw, provided the creature enters the burning area or ends its turn there.
It's a situational combo, particularly useful when an enemy has high AC, is low on HP, or has limited mobility.
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Hi everyone!
I'm playing a level 3 Arcane Trickster Rogue using the 2024 rules, and I have a few questions about how Mage Hand Legerdemain interacts with Sleight of Hand checks and item manipulation, particularly during combat.
The 2024 Mage Hand spell states:
Mage Hand Legerdemain also allows the Arcane Trickster to control the hand as a Bonus Action and make Dexterity (Sleight of Hand) checks through it.
I'm particularly interested in three situations:
1. Pouring Oil with Mage Hand
The Oil item allows a character to take the Utilize action to pour oil onto the ground, covering a 5-foot square within 5 feet of themselves.
Since Mage Hand explicitly allows the hand to "pour the contents out of a vial," would pouring oil onto the ground be a valid use of the spell?
My reasoning is that Mage Hand is performing exactly the physical manipulation described in the Oil item's rules.
If this is allowed, could the Arcane Trickster pour the oil using their Bonus Action to control Mage Hand?
Also, would the 5-foot placement restriction be measured from the caster or from the spectral hand?
I'm not suggesting that Mage Hand could throw an oil flask as an attack, only that it could pour the oil onto the ground.
2. Spreading Caltrops
Caltrops also require the Utilize action to spread them onto the ground.
Would Mage Hand's ability to "manipulate an object" allow it to spread caltrops and produce their normal mechanical effect?
Or is there an important rules distinction between manipulating objects and taking the Utilize action?
I recognize that the argument for caltrops may be weaker than for oil, since Mage Hand explicitly mentions pouring the contents of a vial.
3. Stealing a Sheathed Weapon During Combat
The 2024 Arcane Trickster's Mage Hand Legerdemain allows Dexterity (Sleight of Hand) checks through Mage Hand.
Could an Arcane Trickster use this ability to steal a weapon carried by an enemy but not currently held, such as a dagger or sword in its sheath?
For this question, I'm not assuming the enemy is unaware or distracted.
Imagine an enemy actively engaged in combat. The Arcane Trickster attempts to remove a sheathed dagger using Mage Hand. The enemy may notice the attempt and try to prevent it, but the Rogue might still succeed through superior manual dexterity.
I'm specifically distinguishing this from disarming an enemy who is actively holding a weapon.
Does the 2024 ruleset permit such an attempt using Sleight of Hand, potentially resolved by an ability check, or would it require a separate mechanic or DM adjudication?
And if this is a valid Sleight of Hand check, can the Arcane Trickster perform it through Mage Hand as a Bonus Action?
I'd be fine with a Rogue's Mage Hand pouring a flask of oil or bag of caltrops, but not disarm an enemy. Stealing a sheated weapon by trying to pull it from an unwilling enemy to me would be more a Strength check than a Dexterity check.
I agree with plaguescarred on both points.
I’d just want to add that in combat, it might be tough to pull off. You would need to give the item to the mage hand, which would be your object interaction for that round. Which might not be an issue, but it also might be, depending on circumstances and what else you’re trying to do. You could also use the hand to grab the oil or caltrops from you or I’d allow it to take them from a willing ally, but that would be it’s interaction that round, and it wouldn’t have one left to pour them out on the other end.
Related to #3. Not sure if it's useful or interesting, but we had this example for the 5e Level 3 Mage Hand Legerdemain:
As a side note, it was a contested check, something not present in the 5.5e rules.
My idea is to use the following action economy:
Free Object Interaction: Hand the oil flask to Mage Hand.
Bonus Action: Use Mage Hand to pour the oil onto the ground in the enemy's space.
Action: Cast Create Bonfire to ignite the oil.
In terms of action economy, I think this is a pretty good combo, especially at lower levels.
As for stealing items, my idea is to use Mage Hand to steal weapons, arcane focuses, or any other items an enemy is carrying or has sheathed, as long as they aren't actively holding them or the items aren't securely attached to their body.
I'd like to be able to attempt this both during and outside of combat.
To my understanding, technically it's a Bonus Action to control & move the Mage Hand and the Utilize action to pour an Oil fllask in a space. Then lighting it up with Create Bonfire would cause a creature in it to make a Dexterity saving throw or take 1d8 fire damage and also take 5 Fire damage if it ends its turn there.
Your DM will tell if any of this can be done and to what result.
While in terms of action economy it could work, I’m not sure why you’d do it. The target would get a dex save to avoid the damage (as plaguescarred said). But, you could just cast create bonfire and throw the fire at them, and they get the same dex save to avoid the same damage. It seems like you’ve added extra steps for no real benefit, unless you can somehow force them to stay in that space. And the thrown version has a 60’ range as opposed to 30 for mage hand.
I guess it could help if the target has cover, but then it seems like that same cover would apply to trying to hit the oil, maybe? Not sure how that might work.
The benefit comes from the Oil item's description:
«Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.»
This means 5 points of guaranteed fire damage, with no saving throw, provided the creature enters the burning area or ends its turn there.
It's a situational combo, particularly useful when an enemy has high AC, is low on HP, or has limited mobility.