I thought there was a class or subclass that let you cast spells through Mage Hand. If there isn't is their an item that allows it or would this need to be homebrewed?
Basically its really not that big of a deal, it's more for RP then game mechanics. But in short, I play a well not germophobic, bard but she doesn't like touching things. So I was trying to see if there was a way to cast spells via Mage Hand instead of having to touch people.
Is it an overpowered request because it lets you cast touch spells from a distance? As I said, if there isn't a mechanic in this game that lets me do it, I'll be fine. I just wanted to check since I thought it existed but can't seem to find it.
Sorcerers can cast touch at range through the "Distant Spell" metamagic. Trickery Clerics can cast through their illusory duplicates. Touch spells can be cast through familiars as well.
Probably not that OP to allow it, but if I was the DM I would limit it to 1 or 2 feet. With a bard, it's giving a second ranged healing spell for starters if you allow 30ft range for it. Again, not too game breaking, but if it's just for flavor, then limiting it to a 1 foot range shouldn't be an issue for anyone.
I wouldn't allow it for ranged castings, but I'd probably work with you to allow a non touch application of spells if you could otherwise cast the spell (ie you could touch the creature but you don't). It would be flavored that you worked so hard to get that extra inch or so (couple cms) that you finally broke through. Mechanically, it's the same but flavorwise it's a different ball game.
Otherwise, you could try something to get produce flame (druid) to burn the germs without hurting you or your gear, control flames (druid, sorcerer, or wizard) if you have flame available or a druid that could cast produce flame, or shape water (druid, sorcerer, or wizard, plus it's a bit of a stretch, create or destroy water is likely a better option but uses spell slots) to give you some water to wash your hands.
Alternatively, you could go gloves or go Howie Mandel and do "knuckles" for all your touch spells.
You are probably thinking about Arcane Trickster Rogues, who can do extra things with their Mage Hand, but not cast spells. Casting through a familiar should meet your needs without having to homebrew something. If you were actually in range for a touch spell I'd let you fudge it, but turning touch spells into ranged ones is problematic for some spells, particularly healing.
I’d allow it for 1-2 feet, even though according to the rules it won’t work. Especially since you’ll be taking 2 rounds to cast a touch spell in order to cast it through Mage Hand which is a huge cost in combat.
I don't cast it in combat, it's purely a role play thing outside of combat. During Combat I use ranged spells like Healing Word, because my character doesn't really fight either. Literally, all of her spells are either healing, utility or to remove people from combat like Tasha’s Hideous Laughter and Hypnotic Pattern.
So during combat, I usually just move to about 30 ft behind my team and do stuff from there.
Lastly, as a side note, do you lose Mage Hand by casting another spell? It isn't concentration and doesn't state that it goes away unless it is more than 30ft from me or I choose to dismiss it. Meaning if I cast it at the start of combat it would really only take me out the first round and that is only if we are in unexpected combat.
During our games, my GM basically just assumes it is up at all times at this point because of how I use it. lol. But not I am curious if we are playing it wrong during combat, because I have it up even if I cast other spells.
It does last a minute, so you would have to recast it probably within the first 3 to 6 rounds if it was cast some time before combat and at most every 10 rounds otherwise to keep it up.
It does have some combat utility, if a creature gets disarmed and their weapon weighs less than 10 lbs, you can make sure they don't pick the weapon back up by moving the weapon away from them. There is potential to use it to Help a party member get advantage. Of course, this all has to be within 30 feet of you.
Which is basically how we play it now. I never use it to pick up weapons, because my character wants nothing to do with them and has never thought of doing it to prevent the enemy from getting them again.
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I thought there was a class or subclass that let you cast spells through Mage Hand. If there isn't is their an item that allows it or would this need to be homebrewed?
Basically its really not that big of a deal, it's more for RP then game mechanics. But in short, I play a well not germophobic, bard but she doesn't like touching things. So I was trying to see if there was a way to cast spells via Mage Hand instead of having to touch people.
Is it an overpowered request because it lets you cast touch spells from a distance? As I said, if there isn't a mechanic in this game that lets me do it, I'll be fine. I just wanted to check since I thought it existed but can't seem to find it.
Sorcerers can cast touch at range through the "Distant Spell" metamagic. Trickery Clerics can cast through their illusory duplicates. Touch spells can be cast through familiars as well.
Probably not that OP to allow it, but if I was the DM I would limit it to 1 or 2 feet. With a bard, it's giving a second ranged healing spell for starters if you allow 30ft range for it. Again, not too game breaking, but if it's just for flavor, then limiting it to a 1 foot range shouldn't be an issue for anyone.
I wouldn't allow it for ranged castings, but I'd probably work with you to allow a non touch application of spells if you could otherwise cast the spell (ie you could touch the creature but you don't). It would be flavored that you worked so hard to get that extra inch or so (couple cms) that you finally broke through. Mechanically, it's the same but flavorwise it's a different ball game.
Otherwise, you could try something to get produce flame (druid) to burn the germs without hurting you or your gear, control flames (druid, sorcerer, or wizard) if you have flame available or a druid that could cast produce flame, or shape water (druid, sorcerer, or wizard, plus it's a bit of a stretch, create or destroy water is likely a better option but uses spell slots) to give you some water to wash your hands.
Alternatively, you could go gloves or go Howie Mandel and do "knuckles" for all your touch spells.
You are probably thinking about Arcane Trickster Rogues, who can do extra things with their Mage Hand, but not cast spells. Casting through a familiar should meet your needs without having to homebrew something. If you were actually in range for a touch spell I'd let you fudge it, but turning touch spells into ranged ones is problematic for some spells, particularly healing.
I would allow it while in touch range.
I’d allow it for 1-2 feet, even though according to the rules it won’t work. Especially since you’ll be taking 2 rounds to cast a touch spell in order to cast it through Mage Hand which is a huge cost in combat.
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I don't cast it in combat, it's purely a role play thing outside of combat. During Combat I use ranged spells like Healing Word, because my character doesn't really fight either. Literally, all of her spells are either healing, utility or to remove people from combat like Tasha’s Hideous Laughter and Hypnotic Pattern.
So during combat, I usually just move to about 30 ft behind my team and do stuff from there.
Lastly, as a side note, do you lose Mage Hand by casting another spell? It isn't concentration and doesn't state that it goes away unless it is more than 30ft from me or I choose to dismiss it. Meaning if I cast it at the start of combat it would really only take me out the first round and that is only if we are in unexpected combat.
During our games, my GM basically just assumes it is up at all times at this point because of how I use it. lol. But not I am curious if we are playing it wrong during combat, because I have it up even if I cast other spells.
It does last a minute, so you would have to recast it probably within the first 3 to 6 rounds if it was cast some time before combat and at most every 10 rounds otherwise to keep it up.
It does have some combat utility, if a creature gets disarmed and their weapon weighs less than 10 lbs, you can make sure they don't pick the weapon back up by moving the weapon away from them. There is potential to use it to Help a party member get advantage. Of course, this all has to be within 30 feet of you.
Which is basically how we play it now. I never use it to pick up weapons, because my character wants nothing to do with them and has never thought of doing it to prevent the enemy from getting them again.