Mage Hand Master (5e Feat)
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Mage Hand Master
Prerequisites: the ability to cast the mage hand cantrip
You mastered the intricacies of this simple cantrip, able to get a lot more power and versatility out of it. You gain the following benefits:
- You always know the mage hand cantrip, and it doesn't count against your cantrips known.
- Improved Mage Hand. Any mage hand created by you has the following improvements:
- It can carry a number of pounds equal to 10 + your spellcasting ability score.
- The mage hand can activate a magic item as a use of the action required to control it.
- You can make a single attack with your mage hand as a use of the action required to control it. This attack is a melee spell attack with the hand against a target within 5 feet of it, and deals force damage equal to 1d4 + your spellcasting ability modifier. Alternatively, you can choose to shove the target, forcing it to succeed a Strength saving throw against your spell save DC or be pushed back 5 feet.
- Versatile Mage Hand. When you cast mage hand, you can choose to enhance the spell in one of the following ways:
- Invisible Hand. The created mage hand is invisible.
- Ambidexterity. You create an additional hand and can control both hands as part of the same action.
- Far Grasp. The range of the spell increases to 120 feet, and you can move the hand up to 60 feet at a time.
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