Roguish Archetype

Arcane trickster

The Arcane Trickster is a master of stealth and magic, blending rogue skills with magic.

 

Spellcasting

When you become an arcane trickster at 3rd level, you learn spells to help you in your pursuits.

Arcane Trickster Spells

You learn spells from the arcane spell list. These arcane spells must come from the enchantment, illusion or transmutation spell school.

Armoured Casting

You ignore spell failure from light armour when you cast arcane trickster spells.

Cantrips

You know the mage hand cantrip as well as two cantrips of your choice from the arcane spell list. You learn additional cantrips of your choice at higher levels, as shown in the cantrips known column of the arcane trickster spellcasting table.

Silent Spells

You can cast your arcane trickster spells without verbal components unless the spell requires the target to be able to hear or understand you.

Spells Known of 1st Level and Higher

The spells known column of the arcane trickster spellcasting table shows when you learn more arcane trickster spells of your choice. Each of these spells 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.

Additionally, when you gain a level in this class, you can choose one of the arcane trickster spells you know and replace it with another arcane trickster spell, which also must be of a level for which you have spell slots.

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.

Spellcasting Ability

Intelligence or Charisma is your spellcasting ability for your arcane trickster spells (your choice when you gain this archetype). You use this ability whenever a spell refers to your spellcasting ability. In addition, you use this as your spellcasting ability modifier when setting the saving throw DC for an arcane trickster spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier

Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

Arcane Trickster Spellcasting

Arcane Trickster

Spellcasting

Level

Spells known

Cantrips known

1

2

3

4

3

2

2+1

1

-

-

-

4

3

2+1

1

-

-

-

5

3

2+1

2

-

-

-

6

3

2+1

2

-

-

-

7

4

2+1

2

1

-

-

8

4

3+1

2

1

-

-

9

4

3+1

2

1

-

-

10

5

3+1

3

1

-

-

11

5

3+1

3

1

-

-

12

5

3+1

3

1

-

-

13

6

3+1

3

1

1

-

14

6

3+1

3

1

1

-

15

6

3+1

3

1

1

-

16

7

3+1

3

2

1

-

17

7

3+1

3

2

1

-

18

7

3+1

3

2

1

-

19

8

3+1

3

2

1

1

20

8

4+1

3

2

1

1

 

Mage Hand Legerdemain

Also starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following tasks when control the hand in addition to the options listed in the spell:

  • You can stow one object the hand is holding in a container worn or carried by a creature.

  • You can retrieve an object in a container worn or carried by a willing creature.

  • You can use thieves' tools carried by the hand to pick locks and disarm traps.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (sleight of hand) check against the creature’s passive perception.

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

 

Magical Ambush

Beginning at 9th level, you can use your sneak special attack with cantrips that require a spell attack.

Also, when another creature makes an attack against a creature that is within 5 feet of your mage hand, you can use your reaction to grant the attacker advantage on the attack.

 

Spell Thief

At 18th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature you can see casts a spell, you can use your reaction to force the creature to make a saving throw using its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell, and you steal the knowledge of the spell if it is 1st level or higher.

For the next 8 hours, you know the spell and the creature that had the spell stolen can't cast the spell until you decide to give up the knowledge of the spell or the 8 hours have passed. If the spell is of a level, you have spell slots for, you can cast it using your spell slots. You can also cast it once without expending a spell slot. When you do so, you also loose the knowledge of the spell.

Once you use this feature to successfully steal a spell, you can't use it again until you finish a long rest.