Bigby's Hand
2024 Rules
- Level & School
- 5th-level evocation
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S, M (an eggshell and a glove)
- Duration
- Concentration, up to 1 minute
- Classes
- Sorcerer, Wizard
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space. When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.
Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
2014 Rules
- Level & School
- 5th-level evocation
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S, M (an eggshell and a snakeskin glove)
- Duration
- Concentration, 1 minute
- Classes
- Wizard
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Bigby's Hand 5.5e 2024 vs. 5e 2014 edition differences
Bigby's Hand popularity
Bigby's Hand is one of the most popular level 5 spells in the game. Choosing it adds a D&D staple to your spellbook.
- #1 most popular level 5 Sorcerer spell
- #1 most popular level 5 Wizard spell
Spells similar to Bigby's Hand
Animate Objects 5th-level transmutation
Both create and command independent magical objects at range that attack and act on your turns while you concentrate.
Spiritual Weapon 2nd-level evocation
This also summons a forcey limb-like construct that attacks using your bonus action and provides reliable single-target damage without requiring attack rolls to sacrifice casting economy.
Flaming Sphere 2nd-level conjuration
Like the hand, it creates a mobile conjured object you move around each turn to damage enemies and shape the battlefield while concentrating.
Telekinesis 5th-level transmutation
It mimics the hand's ability to push, move, and restrain creatures at range, offering similar battlefield-control options without creating a visible construct.
Grasping Vine 4th-level conjuration
Both can reach out to grab or restrain targets and manipulate positioning, serving as a ranged grappling/control tool to shape fights.