Rogue
Base Class: Rogue

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Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

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

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence 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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Trickster Spellcasting Spell Slots per Spell Level
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd Mage Hand + 2 3 2 - - -
4th Mage Hand + 2 4 3 - - -
5th Mage Hand + 2 4 3 - - -
6th Mage Hand + 2 4 3 - - -
7th Mage Hand + 2 5 4 2 - -
8th Mage Hand + 2 6 4 2 - -
9th Mage Hand + 2 6 4 2 - -
10th Mage Hand + 3 7 4 3 - -
11th Mage Hand + 3 8 4 3 - -
12th Mage Hand + 3 8 4 3 - -
13th Mage Hand + 3 9 4 3 2 -
14th Mage Hand + 3 10 4 3 2 -
15th Mage Hand + 3 10 4 3 2 -
16th Mage Hand + 3 11 4 3 3 -
17th Mage Hand + 3 11 4 3 3 -
18th Mage Hand + 3 11 4 3 3 -
19th Mage Hand + 3 12 4 3 3 1
20th Mage Hand + 3 13 4 3 3 1

Mage Hand Legerdemain

Beginning at 3rd level, when you cast Mage Hand, you can render the spectral hand invisible, and it gains the ability to perform the following additional tasks:

  1. Stow one object the hand is holding in a container worn or carried by another creature.
  2. Retrieve an object in a container worn or carried by another creature.
  3. Use thieves' tools to pick locks and disarm traps at range.

You can execute one of these tasks discreetly, avoiding detection by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

Moreover, you can utilize the bonus action provided by your Cunning Action to control the hand.

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.

 

Versatile 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.

 

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.

 
Arcane Trickster True Form Image

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