Rogue
Base Class: Rogue

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

They have such amazing stealth it seems like they can turn invisible, blinking in and out of existence is sometimes more real than an exaggeration.

Lucky

At 3rd level gain advantage on three attack rolls, ability checks, or saving throws per day day, your choice. This ability on its own makes this an S Tier feat, but being able to affect attack rolls against you is also extremely beneficial. This can make an enemy’s crit turn into a miss very easily.

Arcane trickery points

Trickery spells at 3rd level: you may expend arcane trickery points to cast the following spells

Disguise self: 1 point

Distort value: 1 point

Silent image: 1 point

Blur: 3 points

Invisibility: 3 points

Nystuls magic aura: 3 points

Hypnotic pattern: 5 points

Major image: 5 points

Greater invisibility: 6 points.

Starting at 3rd level, you learn how to jump in and out of existence for a brief moment, then reappear a short distance away. As a bonus action, you can choose an unoccupied point you can see within 60 feet. You instantly teleport to that location. You cannot bring any other creature or special objects with you, aside from what you can normally carry. This ability provokes opportunity attacks if applicable. If a creature is within 5 feet of your chosen location, you can immediately use your action to make a melee weapon attack against that creature. You add your sneak attack damage to this attack, regardless of whether you surprised the creature or if you have advantage on the attack roll. However, you do not apply the damage if you have disadvantage, otherwise, the normal rules for sneak attack apply. You can use this feature a number of times equal to your Proficiency bonus, and you regain all uses after a long rest. 

Tricksters Expertise

When you choose this archetype at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible. Additionally you gain a modicum of control over your mage hand and gain the use of the following features :

-you may use your bonus action to summon and command your mage hand to distract an opponent in 30 feet, causing the next attack against them to have advantage or as a reaction cause them have disadvantage on their next attack.

-you can pickpocket (stow or retrieve and item) with your mage hand with a slight of hand check, you are considered proficient when doing so

-you may use thieves tools at a distance with your mage hand

-You may consume 1 Arcane Trickster point to have advantage on the check.

-At 6th level you may consume 3 arcane trickster points to cast invisibility on your self.

-At 9th level you may add expertise bonus to your mage hands tasks.

 

Magical Ambush

From 9th level onward, if you are concealed from a creature at the moment you cast a spell on it, the creature suffers a disadvantage on any saving throw it makes against the spell during this turn.

Starting at 9th level, you can optionally use your Cunning Blink using all your movement, rather than a bonus action. Yes, this means you can use it twice per turn. (movement and a bonus action) Also starting at 9th level, when you use this feature while you are in melee range of a hostile creature, this movement does not provoke opportunity attacks. Also at this time, if you are hit with an attack, or if you would make a saving throw against an area effect, (before the damage is dealt,) you can use your blink as a reaction to not receive any damage from the attack, or automatically succeed the saving throw, and appear in a random location within 20 feet. The DM randomly determines this location. 

Cunning Sneak

Starting at 9th level, as an action, you can expend two uses of your Cunning Blink to become Invisible for 1 minute. While invisible in this way, you can move and take actions as normal. This ends if you are incapacitated. You can end this at any time, without requiring an action.

In addition, you can expend two uses as an action to gain a climbing speed equal to twice your walking speed for 10 minutes. This movement can be used to climb up flat or slick surfaces, and upside-down on ceilings.

Mage hand mastery

By 13th level, you have gained increased mastery over your mage hand. This allows you to carry twice the normal weight and additionally allows the casting of touch spells through your mage hand for 1 arcane trickery point.

At 18th level the weight capacity increased to three times.

Versitle Trickster

Upon reaching the 13th level, you acquire the skill to divert the attention of targets using your Mage Hand. As a bonus action during your turn, you can specify a creature within 5 feet of the spectral hand produced by the spell. This grants you advantage on attack rolls against that creature until the end of the turn.

Blink Master

Also at 17th level, you regain all uses of your Blink after a short or long rest. 

Spell Thief

At the 17th level, you attain the capability to magically abscond with the knowledge of how to cast a spell from another spellcaster.

Immediately following a creature's casting of a spell that either targets you or encompasses you within its area of effect, you can employ your reaction to compel the creature to make a saving throw with its spellcasting ability modifier. The DC is equivalent to your spell save DC. Upon a failed save, you nullify the spell's effect against you, and you pilfer the knowledge of the spell, provided it is at least 1st level and of a level you can cast (it need not be a wizard spell). For the subsequent 8 hours, you are cognizant of the spell and can cast it using your spell slots. The creature is precluded from casting that spell until the 8 hours have transpired.

Once this feature is utilized, you must complete a long rest before using it again.

Acrane Chaos Trickster Image