Arcane Hand — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
Listen up, new caster: Arcane Hand (aka Bigby's Hand in PHB) is your Swiss Army knife for boss fights. Summon a Str 26 force hand with your HP as hit points and AC 20—punch for 4d8 force (avg 18), shove up to 30+ ft with advantage on Medium foes, grapple and crush Huge targets, or shield yourself with half cover. It's Situational gold: elite single-target control that shines when Fireball whiffs, but burns your only 5th+ concentration slot and bonus actions on a mediocre damage dealer. Veterans love it for repositioning dragons or protecting the party, but skip it for hordes or nova turns.
| Property | Value |
|---|---|
| Level | 5 |
| School | Evocation |
| Casting Time | 1 action |
| Range | 120 feet |
| Components | V, S, M |
| Material | An eggshell and a snakeskin glove. |
| Duration | Up to 1 minute |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | None |
| Classes | Wizard |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Low: 4d8/2d6 damage underwhelms vs 5th slots (Synaptic Static 100+ psychic), but infinite control. |
| Action Economy | Situational |
| Opportunity Cost | Burns conc + bonus actions vs Bigby's alternatives like Hold Monster (save or skip) or Wall of Force (no actions). |
When worth the slot: Solo boss needs repositioning/protection.
When NOT worth the slot: AoE fights or bonus action conflicts (Hex, Familiars).
Why veterans know this: Relocates bosses to kill zones; averages 90ft/turn control.
This avoids the mistake of: Forgetting hand moves WITH grappled target.
Why veterans know this: Boss melt mode when conc free.
This avoids the mistake of: Assuming control scales; it doesn't.
Why veterans know this: RAW cover vs cones/lines; saves party from TPKs.
Why veterans know this: Position in AoE to tank for you.
Why it's bad: 18 DPR over 1min = 180 total, but Fireball does 28 AoE instantly—no conc burn.
Do this instead: Pure control; treat punch as backup.
Why it's bad: Hand idles, wasting slot.
Do this instead: Set phone alarm or note it.
Why it's bad: Dragons escape 50%+; hand dies to breath.
Do this instead: Forceful first to prone, then grapple.
Why it's bad: Hand HP = yours; AoE kills both.
Do this instead: 120ft max range always.
Situational excellent for wizard control in boss fights. Grapples Huge foes reliably and protects you, but mediocre 18 DPR loses to AoE like Fireball. Prep if your table loves solos.
Wall locks groups permanently no conc; Hand is mobile single-target. Wall for sieges, Hand for dynamic bosses.
Yes, Huge ok with Str26 (+8). Advantage only on Med/small, but +8 beats most Athletics. Crush adds 2d6+mod/turn.
Yes, force effects ignore medium. Shove/grapple as normal; no swim speed issues.
Only for DPR: 6th adds 2d8 fist/2d6 crush. Skip unless boss has 300+ HP.
No, creates one hand object—not personal range or single target. Sorcs waste Sorcery points.
Yes, up to 1 min. Vulnerable to damage vs your HP pool.
Same spell—PHB Bigby's, SRD Arcane. Identical effects.
Citations: api:spells/arcane-hand
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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