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    Overview

    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.

    Stat Block

    PropertyValue
    Level5
    SchoolEvocation
    Casting Time1 action
    Range120 feet
    ComponentsV, S, M
    MaterialAn eggshell and a snakeskin glove.
    DurationUp to 1 minute
    ConcentrationYes
    RitualNo
    Save/AttackNone
    ClassesWizard

    When NOT to Use This

    • •Hordes of minions—Web or Hypno Pattern better.
    • •Bonus actions taxed (Haste, Steel Wind Strike).
    • •Short nova fights—Bigby's DPR irrelevant.
    • •High-magic foes with Counterspell ready.
    • •Underground—no flight shoves.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyLow: 4d8/2d6 damage underwhelms vs 5th slots (Synaptic Static 100+ psychic), but infinite control.
    Action EconomySituational
    Opportunity CostBurns 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).

    Pro Tips (Veteran Secrets)

    Tip #1: Grapple then Forceful Hand combo: move grappled foe 60ft + shove 30ft/turn.

    Why veterans know this: Relocates bosses to kill zones; averages 90ft/turn control.

    This avoids the mistake of: Forgetting hand moves WITH grappled target.

    Tip #2: Upcast 7th for 6d8 fist (27 avg) + 4d6 crush (14+mod)—beats Animate Objects DPR.

    Why veterans know this: Boss melt mode when conc free.

    This avoids the mistake of: Assuming control scales; it doesn't.

    Tip #3: Interpose vs breath weapons: half cover applies to saves if hand blocks line.

    Why veterans know this: RAW cover vs cones/lines; saves party from TPKs.

    Tip #4: Hand survives Fireball—force immune to own spells.

    Why veterans know this: Position in AoE to tank for you.

    Common Mistakes to Avoid

    Using for damage like a fighter.

    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.

    Forgetting bonus action every turn.

    Why it's bad: Hand idles, wasting slot.

    Do this instead: Set phone alarm or note it.

    Grasple large flying foes without advantage.

    Why it's bad: Dragons escape 50%+; hand dies to breath.

    Do this instead: Forceful first to prone, then grapple.

    Casting in melee range.

    Why it's bad: Hand HP = yours; AoE kills both.

    Do this instead: 120ft max range always.

    Usage Tips

    • •Position hand 120ft away on cast to threaten distant bosses immediately.
    • •Switch modes fluidly: Grapple round 1, then Interpose if adds target you.
    • •Upcast to 6th+ only if DPR matters—control is slot-neutral.
    • •Fly or Misty Step to safe spot post-cast; let hand do work.
    • •Dismiss early if conc needed elsewhere—no resource loss.

    Rules Notes

    • •Hand uses your spell attack bonus for Clenched Fist (prof + Int mod).
    • •Grasping Hand crush is bonus action only while grappling—no initial damage on grapple.
    • •Interposing blocks Str ≤26 foes completely; stronger ones treat as difficult terrain only—RAW, no forced movement.
    • •Upcasting boosts only damage options; control unchanged.
    • •Hand HP = caster's current max HP, not current HP—survives if you're low.

    Synergies

    • •Pairs with Haste for double bonus actions—shove + Spiritual Weapon.
    • •Synergizes with Slow: grapple slowed boss for reliable crush.
    • •Wall of Stone traps foes for easy Grasping setups.
    • •Flight spells let hand reposition without ground limits.
    • •Chronurgy Wizard extends duration for multi-encounter utility.

    Anti-Patterns

    • •Don't spam Clenched Fist—18 avg DPR loses to 5th-level cantrips over 10 rounds.
    • •Avoid in tight spaces; hand needs 5ft to act, doesn't occupy fully but blocks path.
    • •No multi-target; wastes vs swarms.
    • •Bonus action lockout kills Hex/Familiar/Offense.
    • •Poor vs high-Str flying heavies without advantage.

    Tactical Modules

    • •Clenched Fist — When to use: Low-AC minions or objects like doors/barrels when control isn't priority.. Synergy: Follow with Shatter or Lightning Bolt through the gap it creates.
    • •Forceful Hand — When to use: Shove flying enemies into pits, off cliffs, or into hazards like Fireball zones.. Synergy: Combines with Spike Growth or Wall of Fire for 5+5*mod ft forced damage.
    • •Grasping Hand — When to use: Lock down Huge bosses (dragons, giants) to neuter multiattacks; crush adds 13 DPR.. Synergy: Drop prone first with Trip Attack, then grapple for advantage on escapes.
    • •Interposing Hand — When to use: Protect squishy casters from melee assassins or breath weapons.. Synergy: Position behind you for half cover vs archers while you nuke.

    Countermeasures

    • •Threat: Dispel Magic or Counterspell ends it instantly. — Response: Cast from max range (120ft); hide caster behind hand.. Fallback: Pre-cast Stoneskin or Mirror Image on self.
    • •Threat: High-Str boss (Str>26) ignores Interpose. — Response: Switch to Grapple immediately—crush prevents actions.. Fallback: Forceful Hand into party rogue's Sneak Attack range.
    • •Threat: Antimagic Field shuts it down. — Response: Stay 10ft out; use hand to block entry.. Fallback: Fall back to Bigby's lower options like Web.

    Frequently Asked Questions

    Is Arcane Hand good in 5e?

    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.

    Arcane Hand vs Wall of Force 5e

    Wall locks groups permanently no conc; Hand is mobile single-target. Wall for sieges, Hand for dynamic bosses.

    Can Arcane Hand grapple dragons 5e?

    Yes, Huge ok with Str26 (+8). Advantage only on Med/small, but +8 beats most Athletics. Crush adds 2d6+mod/turn.

    Does Arcane Hand work underwater 5e?

    Yes, force effects ignore medium. Shove/grapple as normal; no swim speed issues.

    Arcane Hand upcast worth it 5e?

    Only for DPR: 6th adds 2d8 fist/2d6 crush. Skip unless boss has 300+ HP.

    Can you twin Arcane Hand 5e?

    No, creates one hand object—not personal range or single target. Sorcs waste Sorcery points.

    Arcane Hand concentration 5e?

    Yes, up to 1 min. Vulnerable to damage vs your HP pool.

    Bigby's Hand vs Arcane Hand 5e

    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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