D&D 5E Regarding the Mage Hand cantrip spell...

Harzel

Adventurer
I know that in D&D 5e, a lot of problems can be resolved by simply homebrewing rules based on the DM's rulling. However, i want to know, following the rules set out by the Core Rulebooks, what the full limitations of the mage hand spell can do.

I don't mean to be unkind or snippy, but for this you have very truly come to the wrong game. One of the intentional pieces of 5e design is to value simplicity and straightforwardness rules strongly over covering all possible variations and corner cases, leaving uncovered cases up to the DM. If you want the whole story, you'll have to ask your DM, or, if you are the DM, make it up.

I know that in the PHB, a normal Mage hand spell can summon a Spectral floating hand, that can move within 30 feet of you, can manipulate objects, open an unlocked door or container, stow or retrieve an item, pour contents out of a vial, can carry upto 10lb. in weight, and can not attack or activate spells.

Also in th PHB, an Arcane trickster can on top of all this, use the hand to stow and retreive items from containers and also use theieves tools to open locks or disarm traps.

So the question i want to ask, does the spectral floating mage hand have its own stats, or does it use the stats of the player?

I ask this as an acrance trickster uses there Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check, when perform one of the arcane trickster tasks. Would that same logic apply to a normal mage hand?

Would it also apply to making strength checks to throwing objects that are 10lb or less? etc...

Asking these questions here, you will get a variety of (usually) informed opinion that will give you an idea about how the (possibly not very representative of all DMs) population of EnWorld would rule. In a few cases, we may be able to point out some additional features of RAW that you have overlooked, or RAI wisdom that the designers have dispensed. Be careful about RAW or RAI claims though; sometimes folks think their interpretation is the only one possible when it is not. I know this, if for no other reason than I have done it myself, though I try to make sure I retract if someone points out a reasonable alternative.

Anyway, enough metababble. To your questions.

For stats, since the mage hand is not an independent creature, and apparently can act only at the behest of its caster to do physical tasks, I would think that it would be subject at most to DEX and STR checks. For DEX, I would extrapolate from the Arcane Trickster description and use the caster's DEX. However, I would be liberal with situational penalties, even more so (including saying no can do) in cases that would step on the AT's toes.

For STR, someone else proposed a modifier of -4 or -5; I would probably go with -5. For throwing in particular, if the intent is just to throw something away or in a general direction, then STR check with penalties for weight > 1lb and range > 5ft. Max range even for small objects (e.g. ball bearing, coin) is ~30 ft. If you're aiming at something, there will be a DEX check also. It should be pretty hard to throw something with Mage Hand, but not impossible.
 

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Eltab

Lord of the Hidden Layer
Max range even for small objects (e.g. ball bearing, coin) is ~30 ft. If you're aiming at something, there will be a DEX check also. It should be pretty hard to throw something with Mage Hand, but not impossible.
Now you've got me thinking of an AT practicing with his Enhanced Mage Hand: "You walk into the room. It looks like a Wizard's study. You see a big pile of crumpled-up paper wads on a desk, and a Mage Hand is shooting baskets into a trashcan in the far corner of the room." Roll a d20 to describe how accurate the Hand is. The PCs must go through the procedure to find a Hidden object (the AT, who is in a closet).
 

see

Pedantic Grognard
I would, in general, use the caster's ability score modifiers (with an exception for Strength, where I'd use a -4 or -5) for using a mage hand to "manipulate an object", when that would call for a roll, per arguments previously stated.

I would also rule that the controller cannot apply his proficiency bonus due to a skill or tool proficiency to such rolls, on the grounds that the Mage Hand Legerdemain ability implies that it requires a special ability to do so.

I might let PCs acquire specific "skill" proficiencies with "mage hand + one tool/skill" to allow them to use an appropriate tool or skill proficiency they already have with mage hand. For example, someone with the Medicine proficiency might then also get a second proficiency to allow him to effectively use Medicine through a mage hand to stabilize people. Mage Hand Legerdemain would then be equivalent to a matched set of free "Sleight of Hand via mage hand" and "use thieves' tools via mage hand" proficiencies.
 

I think it's fine to let mage hand throw things around without it needing to make a check, especially if its out of combat. for example, mage hand grabs a battle axe and throws it to the fighter, who catches it in mid-air. If its out of combat, let it happen. If its in combat and for whatever reason you really feel a check needs to be made, then have the fighter make a Dex check to catch it. Or mage hand grabs a mug and throws it at Bandit to distract him, so you can sneak by/get advantage/trick him. Just have the bandit make a check to see if he falls for it, some kind of Wis check, maybe add Perception. I think its fine to let Mage Hand do mundane things that a normal hand can do, and if the hand interacts with a creature then have the creature see if it fails or succeeds, not the hand.

But this has got me thinking on what Mage Hand can manifest as. Would you allow it to appear as a big spider that grabs objects with its creepy eight legs, or a little floating monkey or puppy, or let it appear different for every casting?

Would you allow Mage Hand be more then one hand? Is it assumed it is? The AT uses Mage Hand to pick locks, and everyone knows how to pick a lock. You stick the one hooky pick on the top of the keyhole and then stick the wiggly pick on the bottom of the keyhole then you jiggle it and the lock opens. Which implies that there is at least two hands, maybe even a third holding the actual tool kit.

I ask mainly because I had an idea for a GOO Warlock that uses Mage Hand to conjure up a "face" made out of a bunch of hands (like the Helping Hands from Labyrinth) and "talks" to you with Telepathy. Would you allow it?
 

Satyrn

First Post
So then, anything for which the rules do not give an explicit mechanic is impossible?
First, let me assure you the laugh rating I gave your post was sincere amusement and appreciation for the comedic bits of your post.

Now, as far as a response to your question, the answer is "no" and I'll just repeat myself from my first post: I ascribe to a "there's no such thing as RAW" philosophy.
 

Argyle King

Legend
For the hands stats, there are a few different ways you could do it:

1) Just use the PC's stats as is for the hand.

2) Dex-based arcana check to represent using arcane knowledge and a spell to complete a dexterous task.

3) Int-based sleight of hand to represent applying arcane skill to a rogue skill (essentially the counterpart to #2)



Other questions I would consider and my default view on how I'd rule:

Can the hand attack? No, but I may be willing to work out a feat or some other modification to the rules to allow the player to do it.

Can the hand throw things at a person? Maybe, but I do not feel it could deal damage... not because the idea seems implausible, but because of potential game balance reasons. Simply having the hand drop something onto someone could probably work because doing so does not require active effort.

Can the hand carry a delayed fireball bead? If the bead is less than 10 pounds, yes.

Beyond that, my views would depend upon the specifics of the situation.
 

Horwath

Legend
As for an "attack" with Mage hand, your best bet would be gravity.

10lb from 30ft above(or more if you are above target) can pack a punch.

Also you could "carry" 10 acid flasks or alcemist fires. And drop them.
 

KahlessNestor

Adventurer
As for an "attack" with Mage hand, your best bet would be gravity.

10lb from 30ft above(or more if you are above target) can pack a punch.

Also you could "carry" 10 acid flasks or alcemist fires. And drop them.
I don't know. You would still be attacking in that case and have to use the attack rules. That still seems to be not allowed.

Sent from my SM-G900P using EN World mobile app
 


ElectricDragon

Explorer
But whether the "weight no longer held" hits its target or not should be resolved with a die roll, meaning skill. Otherwise dropping things on character's heads would become the go-to tactic of all monsters.
"No, I don't have to roll because he is right below me, why did we have to learn how to use swords when this is so much easier?"

Have you ever tried to aim with something dropped towards a target 30 feet away? It is difficult at best. Wind, movement of the target, movement of yourself, and not being able to "eyeball it" to see that your aim is true would all come into play. Being 30 feet away would make aiming next to impossible. Yes, the mage hand can drop things, but hitting something with a dropped item should be more of a happy accident rather than the norm. Distraction is easier, just sort of in a general direction, close to its target with no chance to hit.

That being said, I would not be opposed to a feat that would allow this feat (haha, get a feat to perform a feat) and maybe one other minor ability (not only drop but maybe throw: use str mod as attack roll, so highest possible roll would be 15 for -5 Str). No proficiency, no skill, just a roll for the price of a feat. Something that can't even be done normally even with special training (arcane trickster), is now allowed because of the feat. Yes, it does seem mean to not allow mage hand to open vaults and cart away all the gold and jewels while that rogue/mage waits around the corner. Maybe there should be another, higher-level spell that could do that effect the way you want. 0=level spells should be limited as they are the weakest of spells, extremely minor magics (and don't get me started on the warlock and his 9th level cantrip).
 

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