Medium Humanoid (Any), Any Alignment
AC 19 (Studded Leather +3)    Initiative +5 (15)
HP 130 (20d8 + 40)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 20 +5 +10
CON 14 +2 +2
Mod Save
INT 18 +4 +9
WIS 14 +2 +7
CHA 12 +1 +1
Skills Acrobatics +10, Arcana +9, Investigation +14, Perception +7, Sleight of Hand +15, Stealth +15
Senses Blindsight 10 ft. (doesn't work while deafened); Passive Perception 17
Languages Thieves' Cant plus any two languages
CR 14 (XP 11,500; PB +5)
Traits

Special Equipment. The arcane trickster has a magical Light Crossbow (+3) and wears magical Studded Leather Armor (+3), included in it's statistics.

Tools Proficiency. The arcane trickster is proficient with the following tools, adding the following additionnal bonus to skill checks made when using them : Thieves' Tools (+10).

Sneak Attack (1/Turn). When the arcane trickster hits a creature with an attack and has Advantage on the attack roll, or an ally of the arcane trickster without the Incapacitated condition is within 5 feet of the target while the arcane trickster didn't have Disadvantage on the attack, that attack deals an extra 35 (10d6) Piercing damage (included in the attack).

Evasion. If the arcane trickster is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the arcane trickster instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition.

Reliable Talent. Whenever the arcane trickster makes an ability check that lets it add it's  proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.

Stroke of Luck (1/Short or Long Rest). If the arcane trickster misses an attack, it can turn the miss into a hit. Alternatively, if it fails an ability check, it ncan treat the d20 roll as a 20.

Elusive. While the arcane trickster doesn't have the Incapacitated condition, attack rolls against it can't be made with Advantage.

Spellcasting. The arcane trickster casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 17, with Disadvantage if the arcane trickster is hidden from the target of the spell) :

At will : Encode Thoughts, Mage Hand (the hand can be invisible), Minor Illusion, Prestidigitation

1st level (4 slots) : Charm Person*, Detect Magic*, Disguise Self, Silent Image*, Shield

2nd level (3 slots) : Hold Person*, Invisibility*, Misty Step

3rd level (3 slots) : Antagonize, Fireball, Fly*, Major Image*

4th level (1 slot) : Greater Invisibility*

* concentration spells

Actions

Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 feet., one target. Hit : 7 (1d4 + 5) Piercing damage, plus 35 (10d6) Piercing damage if the attack met the conditions of the Sneak Attack trait.

Light Crossbow. Ranged Weapon Attack : +13 to hit, range 80/320 ft., one target. Hit : 12 (1d8 + 8) Piercing damage, plus 35 (10d6) Piercing damage if the attack met the conditions of the Sneak Attack trait.

Bonus Actions

Cunning Action. The arcane trickster takes the Dash, Disengage, or Hide action.

Steady Aim. If the arcane trickster didn't move this turn yet, it gives itself Advantage on the next attack roll it makes during the current turn. It's speed is then reduced to 0 until the end of the current turn.

Versatile Trickster. If a creature is within 5 feet of the spectral hand created by Mage Hand, the arcane trickster can give itself Advantage on attack rolls against that creature until the end of the turn.

Mage Hand Legerdemain. The arcane trickster controls it's Mage Hand. Additionally, it can stow or retrieve objects in a container worn or carried by another creature, and can use thieves' tools to pick locks and disarm traps at range. The arcane trickster can try to not be seen doing so by succeeding on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

Reactions

Uncanny Dodge. Trigger : The arcane trickster is hit by an attack it can see. Response : The arcane trickster halves the damage (round down) it takes from that attack.

Spell Thief (1/Long Rest). Trigger : A creature targets the arcane trickster or includes it in its area of effect. Response : The arcane trickster subjects it to the following effect : Saving throw using the used spellcasting ability, DC 16, Failure : The spell is negated, and the arcane trickster adds the spell to it's known spells. The original caster then becomes unable to cast that spell for 8 hours.

Description

CR 14 : DCR 14 - OCR 14

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.

Tactics :

Round 1 : Action : Casts Greater Invisibility ; Bonus Action : Hide (to get Advantage on an attack role)/Casts Misty Step or takes the Dash action (to get away from melee)> uses Reaction to Cast Shield, or uses Uncanny Dodge or Spell Thief

Round 1, 2 & 3 : Action Light Crossbow attack OR Casts Fireball > Bonus Action : Hide (to get Advantage on an attack role)/Casts Misty Step or takes the Dash action (to get away from melee)/Steady Aim (if there's no hiding place nearby) > uses Reaction to Cast Shield, or uses Uncanny Dodge or Spell Thief

A statblock for a 20th level Arcane Trickster Rogue using the 2024 rules but the 2024 cleaner presentation. Can be used as enemies, NPC rivals, or pre-made characters for one shots !

Previous Versions

Name Date Modified Views Adds Version Actions
6/4/2025 9:09:11 PM
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6/4/2025 10:05:32 PM
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_Lucanoptek_

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