Level
Cantrip
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Utility
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
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.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.







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Posted Nov 6, 2025could you clarify somethiong for me?
To move the hand (up to 30ft) i would need to take a magic action. Does it mean that it's not following me? when i want to move 40ft in a round, I can't do so without loosing the hand? and when i dash i'm not able to move it along because i used up my action and cant take a magic action??
is that intended?
edit: 40ft movement should work by moving 20ft, taking magic action, moving another 20ft; but that works only for few rounds, since the hand can't keep up due to only one action=30ft.
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Posted Nov 10, 2025You need to take a Magic action for the hand to do anything, including move. It does not follow you on its own. Yes, that's intended.
You can't take the Dash action and the Magic action in the same turn unless you have some ability that allows taking more than one action in a turn (e.g. the Fighter's Action Surge) or allows you to do one of those two things as a bonus action instead (e.g. the Rogue's Cunning Action feature, which allows Dashing as a bonus action).
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Posted Dec 9, 2025Can mage hand apply rope / manacles / chain as per their 2024 versions (to a restrained / grappled etc enemy)?
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Posted Dec 15, 2025Generally no, because those uses all require making an ability check, and the Mage Hand cannot do that (because it doesn't have ability scores).
The exception is if you are casting the spell as an Arcane Trickster Rogue. Arcane Tricksters have a subclass feature called "Mage Hand Legerdemain" which allows the hand to make Sleight of Hand checks using the caster's stats. This would allow binding someone using manacles or rope (though not chains, since they specify an Athletics check instead).
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Posted Dec 25, 2025Can mage hand be used to apply the rope / mannacles / chain against an incapacitated enemy?
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Posted Dec 30, 2025Again, no, because those uses all require making an ability check, and the Mage Hand cannot do that (because it doesn't have ability scores).
The exception is the thing I said was an exception before.
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Posted Jan 5, 2026Mage Hand is a fantastic spell, but its restrictions are somewhat contrived. If a spectral hand were summoned that could manipulate up to 10 pounds at a time, there is no clear reason that the hand could not steal items, drop objects on people's heads, or otherwise aid in combat, except that "the rules say so". Here are some non-canonical reasons mage hand might follow the above rules, and some suggestions on what you could do in your Homebrewed DND games to make Mage Hand work a little smoother:
- Mage Hand can't interact with creatures or anything they're carrying at all, as the fabric of magic around the mage hand is tenuous, and living things disrupt its physical structure (solves the problem of mage hand being used to pick pockets but doesn't solve the problem of being able to drop things on enemies' heads). Mage Hand Legerdemain, used by Arcane Trickster Rogues, has more substance to it.
- Mage Hand can't move higher than the caster's height (solves the problem of being able to drop things on most enemies' heads, but still doesn't explain why mage hand couldn't pull the trigger on a custom light crossbow or trigger a trapping mechanism)
- Mage Hand is a gift from Rao, God of Peace (Tasha's Cauldron of Everything) who watches everything it does and ensures that no action it takes directly causes pain.
All these reasons would work but are similarly contrived. So, my personal standpoint is that mage hand should always be able to pick pockets, drop things, and make similar indirect attacks with its limited strength. Mage Hand Legerdemain is still applicable, since it's invisible, and if that's not enough of a buff for Arcane Tricksters, you could let them use two mage hands at once or give their mage hand twice the carrying capacity. After all, since mage hand is already limited to a 30 ft. range, and it takes a player's whole action to operate, it's already kind of designed to act as a weaker, more accessible version of telekinesis for low-level players. I'm fine with that, and I don't think it breaks the game.