arcane trickster
Masters of illusion, deception, and manipulation, Arcane Tricksters are the ultimate tricksters, using their agile minds and dexterous fingers to wield both blade and spellbook. These rogues possess a unique bond with the arcane, allowing them to cast spells to aid themselves in their craft. With a touch of sleight of hand and a hint of magical prowess, they can create illusions that beguile the senses and shadows that shield them from prying eyes.
Spellcasting
Level | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 3 | 3 | 2 | — | — | — |
4th | 3 | 4 | 3 | — | — | — |
5th | 3 | 4 | 3 | — | — | — |
6th | 3 | 5 | 4 | — | — | — |
7th | 3 | 5 | 4 | 1 | — | — |
8th | 3 | 6 | 4 | 1 | — | — |
9th | 3 | 6 | 4 | 2 | — | — |
10th | 4 | 7 | 4 | 2 | — | — |
11th | 4 | 7 | 4 | 3 | — | — |
12th | 4 | 8 | 4 | 3 | — | — |
13th | 4 | 8 | 4 | 3 | 2 | — |
14th | 4 | 9 | 4 | 3 | 2 | — |
15th | 4 | 9 | 4 | 3 | 2 | — |
16th | 4 | 10 | 4 | 3 | 3 | — |
17th | 4 | 10 | 4 | 3 | 3 | — |
18th | 4 | 11 | 4 | 3 | 3 | — |
19th | 4 | 11 | 4 | 3 | 3 | 1 |
20th | 4 | 12 | 4 | 3 | 3 | 1 |
Rogue Spell Training Bonus
As an Arcane Trickster, you are considered trained in all rogue spells, gaining a +2 spellcasting training bonus on any spells you cast that are of the Arcane Spell list and use an Arcane Trickster Spell Slot.
The training bonuses described above increase to adept (+4) at 5th level, expert (+6) at 10th level, and master (+8) at 15th level.
Cantrips
You learn three cantrips: Mage Hand and two other cantrips of your choice from the Arcane spell list. At 10th level you learn another cantrip.
Spell Slots
The Arcane Trickster Spellcasting table shows how many rogue 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.
You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.
Spells Known
You know three 1st level Arcane spells of your choice.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more Arcane spells of 1st level or higher. For instance, when you reach 8th level in this class, you can learn one new
spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the rogue spells you know with another spell of your choice from the Arcane 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 rogue spells. 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 rogue spell you cast and when making an attack roll with one.
DC = 8 + Rogue Spell Training Bonus + Intelligence Modifier
Attack Bonus = Rogue Spell Training Bonus + Intelligence Modifier
Mage Hand Legerdemain
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 Thievery check contested by the creature's Perception check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Magical Ambush
If you are hidden from a creature that is considered Surprised, when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Arcane Strike
You learn a new way to use your Sneak Attack in an arcane manner.
You learn how to use the Arcane Strike cunning strike.
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 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.