
One of the classic cantrips over multiple versions of D&D is mage hand. In 5E, mage hand takes an action to cast, so in combat, you probably have some better choices. But during exploration and social encounters, having a subtle 30-foot reach can be just the thing.
Prestidigitation might get all the glamor as an all-purpose cantrip, but new players shouldn’t sleep on mage hand!
The Rundown on Mage Hand
The mage hand spell doesn’t have material components, so you can still use it if your focus or component pouch is taken from you. Locked in a cell? Not a problem!
It only lasts a minute, and it can’t attack, activate magic items, or carry more than 10 pounds. But those are hardly a speed bump to the usefulness of this less-than-1st circle spell that you can cast all day long.
The secret power of mage hand for a spellcaster is that it lasts for a minute and doesn’t require concentration. You can keep it going even while you cast another spell that does heavier lifting. Use it to help sell an illusion, complement an invisible ally, or hold something down during a gust of wind spell. All are legit dual-spell uses thanks to this aspect of the cantrip.
Need more ideas? Here’s 24 of them!
A GM might be within rights to ask for an ability check to pull some of these off effectively, but you wouldn’t even have a chance with out the spell.
- Tie a rope off on a ledge or across a chasm.
- Open a door across the room.
- Trigger a trap while you’re safely out of range.
- Pick up a weapon that the fighter disarmed from an enemy.
- Pull back a curtain to improve visibilty—or hold it closed to ensure obscurement.
- Toss a handful of dirt into the air to reveal an invisible enemy.
- Tap a guard on the shoulder as a distraction to help the rogue stay hidden.
- Extinguish a candle or lantern.
- Hold a torch or other item so your hands stay free.
- Pour a healing potion down a wounded ally’s throat when you can’t get over there.
- Paddle a raft or canoe.
- Scatter oil or caltrops on a space or enemy.
- Pick up and carry a handful of a dangerous substance like acid or lava.
- Aid a deception attempt by making an item float.
- Aid an intimidation attempt by holding a dagger above an enemy.
- Tie down an unaware enemy’s sword so they can’t draw it.
- Throw a blanket over an enemy’s head to blind them for a round.
- Tie a sleeping enemy’s shoelaces together.
- Grab a key from a guard across the room and unlock the cell door.
- Float your familiar above dangerous terrain.
- Hold a shield to provide cover.
- Give someone a wedgie.
- Pull levers and activate machinery from a distance. For safety or curiosity purposes.
- Rip or tear paper. From wanted posters to scrolls, paper is well within the 10 pound limit.
What else can you surprise your GM with?
Want more spells? Dive into Deep Magic, a masterful compendium of spells for every class!
