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Tickler

Versatile Trickster

So in dealing with Ghul there are a few things we need to understand. First off there is an Arcane Trickster ability that completely changes the way the spell mage hand works.

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.
  • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

But it doesn't allow you to cast the spell as a bonus action. The spell, if you follow the link above lasts for 1 minute or ten rounds. It's not concentration like a lot of spells, but it still requires an action to cast mage hand.

Normally the spell description reads like this:

"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds."

And now the confusion comes in with the D&D Beyond sheet. On Jim's character sheet, under Bonus Actions it says:

Versatile Trickster

As a bonus action, you can designate a creature within 5 ft. of your mage hand to give you advantage on attack rolls against that creature until the end of the turn."

The problem is that this is an abbreviated version. It is not the full description of how the ability works. You need to click on the action to get this text box (or look it up in the Players Handbook):

"At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn."

I know we have been through this before. But I thought I would go through it one more time. It's an action to cast mage hand. Mage Hand lasts for one minute. It has a range of 30ft, so whenever you use an action to create it you designate where it is. When you control it which you and only you can do as a bonus action, you can also move up 30ft. Other characters need to spend an action to control mage hand and they can't use it to do all the cool stuff you can do. If you want to use mage hand to get advantage in order to distract a creature, you can use your bonus action to do that provided you have cast mage hand and it is within 5ft of the target.

The best way to think of it for me, it's like a familiar or pet. You can do cool stuff with it, but you need to manage it and remember where it is. Even if you wanted to argue I am going to refresh mage hand every minute, so sixty times in an hour.. the problem is managing it. We are 40ft away from the monsters, on your turn you dash as a bonus action (doubles your move to sixty) and then you make an attack with Spleenbane. The next round, you attack with your offhand so that uses your bonus action.. and round three you decide you want to use versatile trickster. Your mage hand is currently 40ft away back where you first started. The issue isn't that you can keep it near you for game purposes to use it once you cast it. It is that you need to keep up with where it is.

I just want to add that KRILL HAS ADVANTAGE ON STRENGTH CHECKS AND SAVING THROWS. So no, it's not Constitution. It's never Constitution. We have looked it up enough now that I am absolutely certain that it is Strength saves.

Comments

  1. In my example, where Ghul moves 40ft to attack I did make a mistake. As soon as he is more than 30ft away from where his mage hand is - it would vanish.

    ReplyDelete

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