Base Class: Rogue
Some Rogues enhance their fine-honed skills of stealth and agility with Arcane spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters, mischief-makers, or adventurers.
Level 3: Spellcasting
- 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 Arcane Trickster Spellcasting table shows how many spell slots you have to cast your 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.
- Prepared Spells of Level 1+. You prepare a list of spells of level 1+ 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 Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots.
- 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. Intelligence is your spellcasting ability for your Arcane Trickster spells.
- Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
Mage Hand Legerdemain
When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.
Magical Ambush
If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.
Versatile Trickster
You gain the ability to distract targets with your Mage Hand. When you use the Trip options of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.
Spell Thief
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 an Intelligence saving throw. 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 level 1 and of a level you can cast (it doesn’t need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can’t cast it until the 8 hours have passed. Once you steal a spell with this feature, you can’t use this feature again until you finish a Long Rest.
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Posted Jun 10, 2026At a glance, that looks about right. Accurate I mean. Now that 5.5 is fully rolling out, this might be no longer necessary.