Mage Hand
Cantrip · Conjuration
- Summon
Mage Hand is a conjuration cantrip, sitting on the bard, sorcerer, warlock, and wizard lists. Cast time: Action. Range 30 feet, components V/S, duration 1 minute. Effect: A spectral, floating hand appears at a point you choose within range.
Stat Block
- Level
- Cantrip
- School
- Conjuration
- Casting Time
- Action
- Range / Area
- 30 feet
- Components
- V, S
- Duration
- 1 Minute
- Ritual
- No
- Concentration
- No
- Classes
- Bard, Sorcerer, Warlock, Wizard
- Material
- —
Description
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to 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. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Mage Hand is Conjuration — a small spectral hand appears within 30 feet and can manipulate objects, open doors, fetch unattended items, and otherwise act as a remote extension of the caster's hand. The school is about creating something where nothing was; Mage Hand is the school's permanent utility cantrip.
Class Fit
- Bard: On a Bard sheet, Mage Hand competes with Counterspell, Greater Invisibility, and Polymorph for known-spell budget. Pick it when those don't fit the day's planned arc. The 30-foot range on Mage Hand leaves room for the caster to stay in the back line.
- Sorcerer: Sorcerers take Mage Hand at level 1 as one of their permanent cantrip picks. The spell competes for the cantrip slot with damage cantrips (Fire Bolt, Ray of Frost); most builds choose damage at level 1 and pick up Mage Hand from a feat or subclass later.
- Warlock: Pact of the Tome Warlocks gain Mage Hand alongside two other cantrips. Arcane Trickster Rogues (a multiclass into Sorcerer or Wizard) get a special Mage Hand variant that adds Sleight of Hand tricks.
- Wizard: Wizards take Mage Hand as a level-1 cantrip in most builds. The utility is consistent across the whole campaign — it doesn't scale, but it doesn't need to. School-savant Conjuration Wizards get specifically improved Mage Hand variants from the subclass progression.
Tactical play (Doungim editorial)
Cantrip; 30-foot floating hand. Pick up keys, pull levers, retrieve items. Telekinetic feat adds bonus-action shoves at 30 feet.
Related Spells
Frequently Asked Questions about Mage Hand
- What level spell is Mage Hand?
- Mage Hand sits at cantrip in the Conjuration school of magic, prepared by Bard, Sorcerer, Warlock, Wizard.
- What is the range of Mage Hand?
- The range on Mage Hand is 30 feet — far enough that most casters can stay clear of the front line.
- How long does Mage Hand last?
- Without concentration, Mage Hand runs for its full 1 minute duration regardless of what else the caster is doing.
- What components and casting time does Mage Hand need?
- To cast Mage Hand: the spell uses V, S components with a standard Action.