Skip to content

Class: Rogue: Arcane Trickster

Julio Toboso edited this page Sep 21, 2026 · 1 revision

Arcane Trickster

Rogue Subclass — 2024 Rules

Arcane Tricksters supplement a Rogue's skills with Wizard magic, using spells alongside stealth, deception, and precision.


Level 3: Spellcasting

Your best trick: it is not a trick.

You gain the ability to cast spells using the rules below.

Cantrips

At Rogue level 3:

  • You know Mage Hand.
  • Choose two additional cantrips from the Wizard spell list.
  • Mind Sliver and Minor Illusion are suggested choices.

Whenever you gain a Rogue level:

  • You may replace one Wizard cantrip you know with another cantrip from the Wizard spell list.
  • Mage Hand cannot be replaced through this feature.

At Rogue level 10, you learn one additional Wizard cantrip.


Spell Slots

Your number of spell slots is determined by the Arcane Trickster Spellcasting table.

You regain all expended spell slots when you finish a Long Rest.

Arcane Trickster Spellcasting

Rogue Level Prepared Spells 1st 2nd 3rd 4th
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+

At Rogue level 3:

  • Prepare three level 1 Wizard spells.
  • Charm Person, Disguise Self, and Fog Cloud are suggested choices.

The number of spells you can have prepared is given in the Prepared Spells column of the Arcane Trickster Spellcasting table.

Whenever that number increases:

  • Choose additional spells from the Wizard spell list.
  • Each chosen spell must be of a level for which you have a spell slot.

For example, at Rogue level 7:

  • You have five prepared spells.
  • Each may be a level 1 or level 2 Wizard spell, in any combination.

Changing Your Prepared Spells

Whenever you gain a Rogue level, you may replace one spell on your prepared-spell list.

The replacement must:

  • be a Wizard spell, and
  • be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Wizard spells.


Spellcasting Focus

You may use an Arcane Focus as a Spellcasting Focus for your Wizard spells.


Level 3: Mage Hand Legerdemain

One hand distracts. The other dazzles. The third checks the purse.

Your Mage Hand gains the following additional functionality:

  • You may cast Mage Hand as a Bonus Action.
  • When you cast it, you may make the spectral hand Invisible.
  • You may control the spectral hand as a Bonus Action.
  • You may make Dexterity (Sleight of Hand) checks through the spectral hand.

Level 9: Magical Ambush

Now you see me? Too late.

This feature applies when both conditions are true:

  1. You have the Invisible condition.
  2. You cast a spell on a creature.

When those conditions are met:

  • That creature has Disadvantage on any saving throw it makes against that spell on the same turn.

Important: the effect concerns saving throws made against that spell on the same turn. It is not a general penalty to the creature's saving throws.


Level 13: Versatile Trickster

Let’s see how the audience sways.

Your Mage Hand can extend the Trip option of Cunning Strike to a second creature.

When you use Trip from Cunning Strike on a creature:

  • You may also use Trip on another creature.
  • That second creature must be within 5 feet of the spectral hand.

The second target is therefore determined by the position of your Mage Hand, not by its distance from you or from the original target.


Level 17: Spell Thief

Good artists copy. Great artists steal.

You can temporarily take knowledge of a spell from another spellcaster.

Trigger

The feature can trigger immediately after a creature casts a spell that either:

  • targets you, or
  • includes you in its area of effect.

When this happens, you may take a Reaction.

Saving Throw

Using the Reaction forces the spellcaster to make an:

Intelligence saving throw

against:

DC = your spell save DC

Failed Save

If the creature fails the saving throw:

  • The spell's effect against you is negated.
  • You steal knowledge of the spell if both conditions below are satisfied:
    • the spell is level 1 or higher;
    • the spell is of a level you can cast.

The stolen spell does not need to be a Wizard spell.

Stolen Spell

For the next 8 hours:

  • You have the stolen spell prepared.
  • The creature you stole it from cannot cast that spell.

After the 8 hours expire:

  • You no longer gain this feature's temporary preparation of the spell.
  • The original creature can cast the spell again.

Recharge

Once you successfully steal a spell using this feature, you cannot use Spell Thief again until you finish a Long Rest.

Clone this wiki locally