Mage Hand Legerdemain

Effect

When you cast Mage Hand, the spectral hand is invisible and can carry out additional tasks

Requirements

Mage Hand Legerdemain is a Feature in Baldur's Gate 3. Features provide unique abilities or effects and can be acquired depending on the Character's Race, Class and level.

 

Mage Hand Legerdemain Information

  • When you cast Mage Hand, the spectral hand is invisible and can carry out additional tasks

 

How to unlock Mage Hand Legerdemain

Mage Hand Legerdemain can be acquired by

 

Mage Hand Legerdemain Tips & Notes

  • Notes & Tips go here

Currently, the Mage Hand legerdemain is not fully implemented, as such you will find that some functionailty is missing. For example, you cannot carry or stow items, you also cannot pick locks or pick pocket using the mage hand. These will hopefully be implemented in a future patch. 

 

Traits and Features
Abjuration Savant  ♦  Action Surge  ♦  Agonizing Blast  ♦  Arcane Ward  ♦  Archery  ♦  Arctic  ♦  Armour of Shadows  ♦  Artificer's Lore  ♦  Base Racial Speed  ♦  Battleaxe Proficiency  ♦  Bear Heart  ♦  Beast Speech  ♦  Beast Tamer  ♦  Beguiling Influence  ♦  Bestial Heart  ♦  Bounty Hunter  ♦  Channel Divinity Charges  ♦  Charisma Saving Throw Proficiency  ♦  Club Proficiency  ♦  Coast  ♦  Colossus Slayer  ♦  Combat Wild Shape  ♦  Companion's Bond  ♦  Constitution Saving Throw Proficiency  ♦  Dagger Proficiency  ♦  Danger Sense  ♦  Dark One's Blessing  ♦  Darkvision  ♦  Dart Proficiency  ♦  Defense  ♦  Desert  ♦  Destroy Undead  ♦  Devil's Sight  ♦  Dexterity Saving Throw Proficiency  ♦  Disciple of Life  ♦  Divine Health  ♦  Divine Smite  ♦  Domain Spells  ♦  Draconic Ancestry: Black (Acid)  ♦  Draconic Ancestry: Blue (Lightning)  ♦  Draconic Ancestry: Brass (Fire)  ♦  Draconic Ancestry: Bronze (Lightning)  ♦  Draconic Ancestry: Copper (Acid)  ♦  Draconic Ancestry: Gold (Fire)  ♦  Draconic Ancestry: Green (Poison)  ♦  Draconic Ancestry: Red (Fire)  ♦  Draconic Ancestry: Silver (Cold)  ♦  Draconic Ancestry: White (Cold)  ♦  Draconic Resilience: Armour Class  ♦  Draconic Resilience: Hit Points  ♦  Dueling  ♦  Dwarven Resilience  ♦  Dwarven Toughness  ♦  Eagle Heart  ♦  Eldritch Invocations  ♦  Elk Heart  ♦  Evocation Savant  ♦  Expertise  ♦  Extra Attack  ♦  Fast Hands  ♦  Fast Movement  ♦  Favored Enemy  ♦  Fey Ancestry  ♦  Fiendish Vigor  ♦  Fighting Style  ♦  Fleet of Foot  ♦  Font of Inspiration  ♦  Giant Killer  ♦  Gnome Cunning  ♦  Great Weapon Fighting  ♦  Greatsword Proficiency  ♦  Hand Crossbow Proficiency  ♦  Handaxe Proficiency  ♦  Heavy Armour Proficiency  ♦  Hellish Resistance  ♦  Horde Breaker  ♦  Hunter's Prey  ♦  Improved Bardic Inspiration  ♦  Improved Warlock Spell Slot  ♦  Intelligence Saving Throw Proficiency  ♦  Jack of all Trades  ♦  Javelin Proficiency  ♦  Keen Senses  ♦  Keeper of the Veil  ♦  Level 3 Spell Slots Unlocked  ♦  Light Armour Proficiency  ♦  Light Crossbow Proficiency  ♦  Light Hammer Proficiency  ♦  Longbow Proficiency  ♦  Longsword Proficiency  ♦  Lucky  ♦  Mace Proficiency  ♦  Mage Breaker  ♦  Martial Archetypes  ♦  Martial Weapon Proficiency  ♦  Mask of Many Faces  ♦  Mask of the Wild  ♦  Medium Armour Proficiency  ♦  Menacing Attack  ♦  Metamagic: Careful Spell  ♦  Metamagic: Distant Spell  ♦  Metamagic: Extended Spell  ♦  Metamagic: Heightened Spell  ♦  Metamagic: Quickened Spell  ♦  Metamagic: Subtle Spell  ♦  Metamagic: Twinned Spell  ♦  Mortal Reminder  ♦  Musical Instrument Proficiency  ♦  Natural Explorer  ♦  Naturally Stealthy  ♦  One with Shadows (Feature)  ♦  Pact of the Chain  ♦  Protection  ♦  Pushing Attack  ♦  Quarterstaff Proficiency  ♦  Rage  ♦  Rage: Bear Heart  ♦  Rage: Eagle Heart  ♦  Rage: Elk Heart  ♦  Rage: Tiger Heart  ♦  Rage: Wolf Heart  ♦  Ranger Knight  ♦  Rapier Proficiency  ♦  Repelling Blast  ♦  Riposte  ♦  Sanctified Stalker  ♦  Scimitar Proficiency  ♦  Sculpt Spells  ♦  Second Wind  ♦  Second-Story Work  ♦  Shield Proficiency  ♦  Shortbow Proficiency  ♦  Shortsword Proficiency  ♦  Sickle Proficiency  ♦  Sign of III Omen  ♦  Sign of ill Omen  ♦  Simple Weapon Proficiency  ♦  Sling Proficiency  ♦  Spear Proficiency  ♦  Spell Slots Unlocked  ♦  Stone Camouflage  ♦  Strength Saving Throw Proficiency  ♦  Strongheart Resilience  ♦  Superior Darkvision  ♦  Superiority Dice  ♦  Thief of Five Fates  ♦  Tides of Chaos  ♦  Tiger Heart  ♦  Two-Weapon Fighting Style  ♦  Unarmored Defense  ♦  Unarmoured Defense  ♦  Uncanny Dodge  ♦  Urban Tracker  ♦  Warding Flare  ♦  Warhammer Proficiency  ♦  Warlock Spell Slot Gained  ♦  Warlock Spell Slots  ♦  Wasteland Wanderer: Cold  ♦  Wasteland Wanderer: Fire  ♦  Wasteland Wanderer: Poison  ♦  Wild Magic (Feature)  ♦  Wild Shape  ♦  Wisdom Saving Throw Proficiency  ♦  Wolf Heart



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    • Anonymous

      according to 5e you should be able to pickpocket and disarm trap with that. Additionally with the arcane trickster you should always have prepare that cantrip and get another additional 2 at level 3. At the moment you can choose to not have mage hand at all and it brakes the class

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