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
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Arcane Trickster Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Arcane trickery points
Trickery spells: 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
[spell[Phantom steed[/spell]: 5 points
Greater invisibility: 6 points.
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
Starting at 9th level, you may apply your sneak attack bonus to your spells. The spell must be single target to benefit from this. If the spell does not do damage or has an area of effect, they instead make the save at disadvantage if they can't see you.
Additionally when someone investigates an illusion made by a minor illusion spell or similar effect, they do so at disadvantage
At 10th level you may cast major image for 4 Arcane Trickster points.
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.
.
Spell Thief
When you reach 17th level, your arcane knowledge has increased to the point to where you can steal magic from another being.
If you are targeted or are included in the area of a spell attack, you may spend a trickery point to force a saving throw against your spell save dc, on a fail you may impose disadvantage on the attack roll, or advantage for those in the area of effect. If you succeed you may steal the knowledge of that spell from the caster, they may not cast the spell until they complete a long rest.
As long as you have spell slots to spend on the spell, you may cast it at that level. You may do this equal to 1/2 your charisma modifier every long rest(minimum 1)






