Rogue
Base Class: Rogue

Such thief. Much steal. Wow!

Spellcasting

You have learned to cast spells.

Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list.

Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.

When you reach Rogue level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Specter Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Specter Spellcasting
  —Spell Slots per Spell Level—
Rogue Level Prepared Spells 1 2 3 4
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Specter Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Specter Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.

Silvered Luck

Because of your prodigal talents you have advantage on Dexterity (Stealth) and Charisma (Deception) checks.

Whenever you roll a d20 and roll a 1, you may reroll and then take the new roll.

Phantom Thief

Starting at 9th level, if you are hidden from all creatures you may move through solid objects as if they were difficult terrain. If you end your turn inside a solid object you are shunted to the closest nearby space and take 1d6 force damage for every 5 feet moved.

Master of Trickery

At 13th level, you master simpler Illusion and Enchantment spells. Illusion and Enchantment Spells of 1st and 2nd level no longer consume spell slots, as long as they are on the wizard spell list.

King of Thieves

At 17th level, you gain the ability to magically steal aspects of creatures and objects.

As an action when you touch a creature or object you can choose some aspect to steal from it. This could be a color, texture, voice, fear, or anything else! The DM chooses what form it takes once stolen. Roll a sleight of hand check against the targets AC.

Once you use this feature, you can’t use it again until you finish a long rest