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    Quick Answer

    Mage Hand is a conjuration cantrip for Bards, Sorcerers, Warlocks, and Wizards. It creates a floating spectral hand within 30 feet that lasts 1 minute. As an action, you can move the hand up to 30 feet and use it on an object. It can open an unlocked door or container, stow or retrieve an item from an open container, or pour out a vial. It can't attack, activate magic items, or carry more than 10 pounds.

    Overview

    Mage Hand is a conjuration cantrip that gives you a floating hand you control from a distance. Bards, Sorcerers, Warlocks, and Wizards can take it at 1st level, and it costs no spell slot.

    Its value is distance. You can pull a lever, open a chest, or pick up a key from up to 30 feet away while you stay out of reach. That makes it a safe way to test suspicious objects, open doors you don't want to stand next to, and move small items across a gap.

    It has firm limits. It can't attack, can't use magic items, and can't carry more than 10 pounds. In the 2014 rules every use costs your action, so it is slow in combat. Many of its creative uses, like dropping something on a pressure plate or tipping over a candle, are DM calls. The spell text sets the baseline, and the DM decides the edge cases.

    Stat Block

    PropertyValue
    Level0
    SchoolConjuration
    Casting Time1 action
    Range30 feet
    ComponentsV, S
    MaterialNone
    Duration1 minute
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesBard, Sorcerer, Warlock, Wizard

    When NOT to Use This

    • •In combat, when your action is better spent on an attack or spell. Each use costs an action in 2014.
    • •The object weighs more than 10 pounds.
    • •The task needs a magic item activated, a locked door opened, or an attack made. The hand can't do any of those.
    • •You need to stay hidden. The hand is visible.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyFree. It is a cantrip.
    Action EconomyAn action to cast, then an action for each later use (2014). Slow in combat, fine outside it.
    Opportunity CostA cantrip known, for classes that learn a fixed number. No concentration.

    When worth it: Exploration and trap-heavy dungeons, or any character who wants to interact with things at a distance.

    When NOT worth it: A combat-focused build with few cantrips known, where an attack cantrip would see more use.

    Pro Tips

    Tip #1: Open things you don't trust from 30 feet away.

    Why it works: The hand can open an unlocked door or container, and it can be up to 30 feet from you. If a trap triggers, you are not standing next to it.

    This avoids the mistake of: Walking up to every chest to open it by hand.

    Tip #2: Move small items across gaps.

    Why it works: The hand can carry up to 10 pounds and move 30 feet each time you use it. Keys, potions, scrolls, and rope can cross a chasm or a barred cell.

    This avoids the mistake of: Assuming you need to throw an item and roll to catch it.

    Tip #3: Retrieve items from open containers.

    Why it works: The spell lets the hand stow or retrieve an item from an open container. An open chest, bag, or crate on the far side of a room is in reach.

    This avoids the mistake of: Stepping into a room you suspect is trapped just to grab one item.

    Tip #4: Recast to reset its position.

    Why it works: Casting the spell again ends the old hand and creates a new one at a point you choose within range.

    This avoids the mistake of: Spending several actions moving a hand that is in the wrong place.

    Common Mistakes to Avoid

    Attacking with the hand

    Why it's bad: The spell says the hand can't attack. Punching, stabbing with a held dagger, or grappling are all out.

    Do this instead: Use an attack cantrip for damage.

    Lifting more than 10 pounds

    Why it's bad: The hand can't carry more than 10 pounds. A full backpack, a large chest, or an unconscious creature is too heavy.

    Do this instead: Split the load into smaller items, or use rope and a pulley.

    Opening locks or using magic items

    Why it's bad: It can only open unlocked doors and containers, and it can't activate magic items. It can't read a scroll or wave a wand.

    Do this instead: Use Knock or thieves' tools for locks. Hand magic items to someone who can use them.

    Letting it drift out of range

    Why it's bad: The hand vanishes if it is ever more than 30 feet away from you. If you walk away from it, it is gone.

    Do this instead: Keep your own movement in mind. Stay within 30 feet of where the hand is working.

    Using it the turn you cast it (2014)

    Why it's bad: In the 2014 text, casting takes your action and controlling the hand takes another action. Read strictly, you can't use it until your next turn.

    Do this instead: Cast it before you need it. Some DMs let the first use happen as part of the casting. Ask.

    Usage Tips

    • •Worked example: A rope bridge is out and a 25-foot gap separates the party from a lever on the far side. On turn one, the wizard casts Mage Hand at a point next to the lever. On turn two, the wizard uses an action to pull it. The hand stays within 30 feet of the wizard the whole time, so it never vanishes.
    • •Weight check (2014 equipment): A torch weighs 1 pound, a crowbar 5, and a 50-foot hempen rope 10. All three fit the 10-pound limit, but not at the same time.
    • •Distance check: The hand appears within 30 feet of you and can move 30 feet each use, but it can never be more than 30 feet from you. Its working area is a 30-foot radius around you, not 60 feet.
    • •DM calls to agree on early: Can the hand trigger a pressure plate? Can it feed a potion to an unconscious ally? Does dropping an object on a creature count as an attack? The spell text does not answer these.
    • •Need a light source for the hand to carry? Dancing Lights is a cantrip that pairs well with it. Want to see around corners first? Try Arcane Eye. More cantrips and spells are in the spell guide index.

    Rules Notes

    • •The hand appears at a point you choose within 30 feet and lasts 1 minute, or until you dismiss it as an action (2014).
    • •It vanishes if it is ever more than 30 feet away from you, or if you cast the spell again.
    • •Controlling it takes your action (2014). Each use can move it up to 30 feet.
    • •It can 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.
    • •It can't attack, can't activate magic items, and can't carry more than 10 pounds.
    • •No concentration is required.

    Synergies

    • •Trap-heavy dungeons: Open doors and chests from a distance.
    • •Druidcraft and other utility cantrips: Many small problems in exploration have a cantrip answer.
    • •Arcane Trickster rogues: This subclass (Player's Handbook, not in the SRD) gets an improved, invisible version of the hand with extra uses.
    • •Arcane Eye: Scout first, then act with the hand.

    Anti-Patterns

    • •Using the hand in combat every turn when an attack cantrip would do more.
    • •Asking the hand to carry a creature or a heavy chest.
    • •Assuming the hand is invisible. In the base spell it is a visible spectral hand.

    Tactical Modules

    • •Door opener: Open suspect doors from 30 feet away while the party waits out of the line of fire.
    • •Delivery: Pass a potion, key, or scroll to an ally who is stuck or across a gap.
    • •Distraction: Move an object in plain view to draw a guard's attention. How the guard reacts is up to the DM.

    Countermeasures

    • •Threat: The object is too heavy. Response: Break it into smaller pieces or use mundane tools. Fallback: Have a character fetch it in person.
    • •Threat: The door is locked. Response: Use thieves' tools or the Knock spell. Fallback: Force it open with a Strength check.
    • •Threat: Enemies see the hand. Response: Use it only when stealth doesn't matter. Fallback: Dismiss it and try another approach.

    Mage Hand in the 2024 Rules

    The 2024 Player's Handbook keeps Mage Hand as a conjuration cantrip for Bards, Sorcerers, Warlocks, and Wizards. The range, 1-minute duration, 30-foot leash, 10-pound limit, and the list of things it can and can't do are the same.

    The big change is timing. In 2024, when you cast the spell, you can use the hand right away to manipulate an object, open a door or container, stow or retrieve an item, or pour out a vial. On your later turns, controlling it again takes a Magic action, and each use moves it up to 30 feet. That removes the 2014 problem of spending two turns to get one use. The 2014 line about dismissing it as an action is gone.

    Frequently Asked Questions

    What can Mage Hand do in 5e?

    Mage Hand can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, and pour the contents out of a vial. It can move up to 30 feet each time you use it. It can't attack, activate magic items, or carry more than 10 pounds.

    How much can Mage Hand carry in 5e?

    Up to 10 pounds. That covers keys, potions, scrolls, a torch, a crowbar, or a 50-foot hempen rope. It can't lift a creature, a full backpack, or a heavy chest.

    Can Mage Hand attack in 5e?

    No. The spell text says the hand can't attack. Whether dropping an object on someone counts as an attack is a DM call, and most DMs treat it as not allowed.

    Can Mage Hand open locked doors in 5e?

    No. It can only open unlocked doors and containers. A base Mage Hand can't use thieves' tools to pick a lock.

    Is Mage Hand invisible in 5e?

    No. The base spell creates a visible spectral hand. The Arcane Trickster rogue subclass, from the Player's Handbook, gets an invisible version.

    How far can Mage Hand go in 5e?

    It appears within 30 feet of you and can move 30 feet each time you use it. It vanishes if it is ever more than 30 feet from you, so it works within a 30-foot radius around you.

    Can Mage Hand use magic items in 5e?

    No. The hand can't activate magic items. It can carry a magic item that weighs 10 pounds or less, but it can't use it.

    Is Mage Hand a good cantrip in 5e?

    Yes, for exploration. It lets you open doors and chests and move small items from a safe distance for free. It does little in combat, so characters with few cantrips may prefer an attack cantrip.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

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