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

 

 

Traits and Features
Action Surge  ♦  Agonizing Blast  ♦  Arcane Ward  ♦  Archery  ♦  Armour of Shadows  ♦  Base Racial Speed  ♦  Battleaxe Proficiency  ♦  Beast Speech  ♦  Beast Tamer  ♦  Beguiling Influence  ♦  Bounty Hunter  ♦  Channel Divinity Charges  ♦  Charisma Saving Throw Proficiency  ♦  Club Proficiency  ♦  Colossus Slayer  ♦  Combat Wild Shape  ♦  Constitution Saving Throw Proficiency  ♦  Dagger Proficiency  ♦  Dark One's Blessing  ♦  Darkvision  ♦  Dart Proficiency  ♦  Defense  ♦  Devil's Sight  ♦  Dexterity Saving Throw Proficiency  ♦  Disciple of Life  ♦  Domain Spells  ♦  Dueling  ♦  Dwarven Resilience  ♦  Dwarven Toughness  ♦  Extra Attack  ♦  Fast Hands  ♦  Fey Ancestry  ♦  Fiendish Vigor  ♦  Fighting Style  ♦  Fleet of Foot  ♦  Giant Killer  ♦  Great Weapon Fighting  ♦  Greatsword Proficiency  ♦  Hand Crossbow Proficiency  ♦  Handaxe Proficiency  ♦  Heavy Armour Proficiency  ♦  Hellish Resistance  ♦  Horde Breaker  ♦  Hunter's Prey  ♦  Improved Warlock Spell Slot  ♦  Intelligence Saving Throw Proficiency  ♦  Javelin Proficiency  ♦  Keen Senses  ♦  Keeper of the Veil  ♦  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  ♦  Naturally Stealthy  ♦  Pact of the Chain  ♦  Protection  ♦  Pushing Attack  ♦  Quarterstaff Proficiency  ♦  Rally  ♦  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  ♦  Simple Weapon Proficiency  ♦  Sling Proficiency  ♦  Spear Proficiency  ♦  Spell Slots Unlocked  ♦  Strength Saving Throw Proficiency  ♦  Strongheart Resilience  ♦  Superior Darkvision  ♦  Superiority Dice  ♦  Superiority Dice: 4  ♦  Thief of Five Fates  ♦  Two-Weapon Fighting Style  ♦  Urban Tracker  ♦  Warding Flare  ♦  Warhammer Proficiency  ♦  Warlock Spell Slot Gained  ♦  Warlock Spell Slots  ♦  Wasteland Wanderer: Cold  ♦  Wasteland Wanderer: Fire  ♦  Wasteland Wanderer: Poison  ♦  Wild Shape  ♦  Wisdom Saving Throw Proficiency



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    • Anonymous

      08 Oct 2020 18:21  

      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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