Search

Rogue - Arcane 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.

Source: Player's Handbook

Arcane Trickster Spellcasting

LevelCantrips KnownSpells Known1st2nd3rd4th
3Mage Hand + 232---
4Mage Hand + 243---
5Mage Hand + 243---
6Mage Hand + 243---
7Mage Hand + 2542--
8Mage Hand + 2642--
9Mage Hand + 2642--
10Mage Hand + 3743--
11Mage Hand + 3843--
12Mage Hand + 3843--
13Mage Hand + 39432-
14Mage Hand + 310432-
15Mage Hand + 310432-
16Mage Hand + 311433-
17Mage Hand + 311433-
18Mage Hand + 311433-
19Mage Hand + 3124331
20Mage Hand + 3134331

Subclass Features

Mage Hand Legerdemain

3

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, furthermore, you gain the benefits in the table below. 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.

Benefits

Task
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.

Magical Ambush

9

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.

Versatile Trickster

13

At 13th level, 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.

Spell Thief

17

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 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.

Comments

Loading comments...