Arcane Trickster Archetype
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.
3rd Level: Spellcasting
You augment your martial prowess with the ability to cast spells.
Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Arcane spell list. Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Arcane cantrip of your choice. When you reach 10th level in this class, you learn another Arcane cantrip of your choice.
Spell Points. The Arcane Trickster Spellcasting table shows how many Spell Points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of points equal to the spell’s level or higher. You regain all expended Spell Points when you finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from the Arcane spell list equal to your Intelligence modifier + a third of your rogue level (rounded down; minimum of one spell). The spells must be of a level for which you have access to.
Changing your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there. Preparing a new list of spells takes time: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Intelligence is your spellcasting ability for the spells you cast with this subclass, since you learn your spells through dedicated study and memorization.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with this subclass.
Arcane Trickster Spellcasting
Rogue Level | Cantrips | Spell Points | Max Spell Level |
---|---|---|---|
3rd | 2 + Mage Hand | 2 | 1st |
4th | 2 + Mage Hand | 3 | 1st |
5th | 2 + Mage Hand | 3 | 1st |
6th | 2 + Mage Hand | 3 | 1st |
7th | 2 + Mage Hand | 8 | 2nd |
8th | 2 + Mage Hand | 8 | 2nd |
9th | 2 + Mage Hand | 8 | 2nd |
10th | 3 + Mage Hand | 10 | 2nd |
11th | 3 + Mage Hand | 10 | 2nd |
12th | 3 + Mage Hand | 10 | 2nd |
13th | 3 + Mage Hand | 16 | 3rd |
14th | 3 + Mage Hand | 16 | 3rd |
15th | 3 + Mage Hand | 16 | 3rd |
16th | 3 + Mage Hand | 19 | 3rd |
17th | 3 + Mage Hand | 19 | 3rd |
18th | 3 + Mage Hand | 19 | 3rd |
19th | 3 + Mage Hand | 23 | 4th |
20th | 3 + Mage Hand | 23 | 4th |
3rd Level: Mage Hand Legerdemain
When you cast Mage Hand, you can make the spectral hand invisible. You can control the hand as a Bonus Action, instead of an Action, and through it, you can use Thieves’ Tools and make Dexterity (Sleight of Hand) checks.
6th Level: Magical Ambush
If you have the Hidden 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.
10th Level: Versatile Trickster
You gain the ability to distract targets with your Mage Hand. As a Bonus Action on your turn, 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.
14th Level: 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 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 an Arcane spell). For the next 8 hours, you know the spell and can cast it using your Spell Points. 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.