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Class: Rogue: Arcane Trickster
Rogue Subclass — 2024 Rules
Arcane Tricksters supplement a Rogue's skills with Wizard magic, using spells alongside stealth, deception, and precision.
Your best trick: it is not a trick.
You gain the ability to cast spells using the rules below.
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.
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.
| 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 |
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.
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.
Intelligence is your spellcasting ability for your Wizard spells.
You may use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
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.
Now you see me? Too late.
This feature applies when both conditions are true:
- You have the Invisible condition.
- 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.
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.
Good artists copy. Great artists steal.
You can temporarily take knowledge of a spell from another spellcaster.
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.
Using the Reaction forces the spellcaster to make an:
Intelligence saving throw
against:
DC = your spell save DC
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.
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.
Once you successfully steal a spell using this feature, you cannot use Spell Thief again until you finish a Long Rest.