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Eldritch Trickster

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.

Rogue LevelCantrips KnownSpells KnownTrick SlotsSpell Level
3rdMage Hand + 2311
4thMage Hand + 2411
5thMage Hand + 242
6thMage Hand + 2421
7thMage Hand + 2522
8thMage Hand + 2622
9thMage Hand + 2622
10thMage Hand + 3722
11thMage Hand + 3822
12thMage Hand + 3822
13thMage Hand + 3933
14thMage Hand + 31033
15thMage Hand + 31033
16thMage Hand + 31133
17thMage Hand + 31133
18thMage Hand + 31133
19thMage Hand + 31234
20thMage Hand + 31344
Stolen Magic

When you reach 3rd level, you steal arcane power from a creature beyond your comprehension and use it for your own tricks.

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 Eldritch Trickster Spellcasting shows how many spell slots you have to cast your spells of 1st through 4th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice, two of which you must choose from the enchantment and illusion school.

The Spells Known column of the Eldritch Trickster Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and a spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new spell, which can be 1st, 2nd level.

You may have a number of your spells known that are from the wizard spell list, instead of being restricted to enchantment or illusion, equal to your proficiency bonus.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots and meet the requirement (enchant/illusion or Wizard spell) based on the spell you replaced.

Spellcasting Ability

Dexterity is your spellcasting ability for your spells, since you are grasping at a power stolen. You use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = Your Debilitation DC

Spell attack modifier = your proficiency bonus + your Dexterity modifier

Mage Hand Legerdemain

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

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.

Additionally whenever you hit a creature with a critical attack, you regain a trick slot.

Versatile Trickster

At 13th level, you gain the ability to distract targets with your Mage Hand. Your mage hand gains additional options which you can command it to do:
- you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
- you may use the mage hand to add d4 to the result of a creatures next skill check.

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 once as it was cast against you, consuming it. 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 short or long rest.


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