Base Class: Rogue
A combination of a rogue, and an artificer
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 or artificer spell list.
Cantrips
You learn three cantrips of your choice from the wizard or artificer 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 or artificer spells of your choice
The Spells Known column of the Trickificer 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 spells you know with another spell of your choice from the wizard or artificer spell list. The new spell must be of a level for which you have spell slots
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard or artificer 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
Trickificer 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 |
Infuse Item
Starting at 3rd level, you gain the ability to infuse items with magic, you are able to create a number of these items equal to your proficiency bonus plus 1,
Enhanced Arcane Focus
Item: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Enhanced Weapon
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
Mind Sharpener
Item: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Repeating Shot
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.
If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. You are also able to add half your sneak attack damage on spell damage rolls following the same rules as sneak attack
Create Magic Item
At 13th level you gain the ability to create magic items during a long rest, you can create any item from the following list,
| Magic Item | Attunement |
|---|---|
| Alchemy jug | No |
| Bag of holding | No |
| Cap of water breathing | No |
| Goggles of night | No |
| Rope of climbing | No |
| Sending stones | No |
| Wand of magic detection | No |
| Wand of secrets | No |
| Magic Item | Attunement |
|---|---|
| Boots of elvenkind | No |
| Cloak of elvenkind | Yes |
| Cloak of the manta ray | No |
| Eyes of charming | Yes |
| Gloves of thievery | No |
| Lantern of revealing | No |
| Pipes of haunting | No |
| Ring of water walking | No |
| Magic Item | Attunement |
|---|---|
| Boots of striding and springing | Yes |
| Boots of the winterlands | Yes |
| Bracers of archery | Yes |
| Brooch of shielding | Yes |
| Cloak of protection | Yes |
| Eyes of the eagle | Yes |
| Gauntlets of ogre power | Yes |
| Gloves of missile snaring | Yes |
| Gloves of swimming and climbing | Yes |
| Hat of disguise | Yes |
| Headband of intellect | Yes |
| Helm of telepathy | Yes |
| Medallion of thoughts | Yes |
| Necklace of adaptation | Yes |
| Periapt of wound closure | Yes |
| Pipes of the sewers | Yes |
| Quiver of Ehlonna | No |
| Ring of jumping | Yes |
| Ring of mind shielding | Yes |
| Slippers of spider climbing | Yes |
| Winged boots | Yes |
| Magic Item | Attunement |
|---|---|
| Amulet of health | Yes |
| Belt of hill giant strength | Yes |
| Boots of levitation | Yes |
| Boots of speed | Yes |
| Bracers of defense | Yes |
| Cloak of the bat | Yes |
| Dimensional shackles | No |
| Gem of seeing | Yes |
| Horn of blasting | No |
| Ring of free action | Yes |
| Ring of protection | Yes |
Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.
Once you use this feature, you can’t use it again until you finish a long rest.
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