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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.

Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd232--
4th243--
5th243--
6th243--
7th2542--
8th2642--
9th2642--
10th3743--
11th3843--
12th3843--
13th39432--
14th310432--
15th310432--
16th31143--
17th31143--
18th31143--
19th312431
20th313431

Subclass Features

Lv 3

Spellcasting

INT is your spellcasting ability for your Rogue spells. Your magic comes from intense study and fine-honed skill. You use your INT whenever a spell refers to your spellcasting ability. In addition, you use your INT modifier when setting the saving throw DC for a Roque spell you cast and when making an attack roll with one.

You learn spells from the Wizard spell list.

Spell save DC = 8 + your Proficiency Bonus + your INT modifier

Spell attack modifier = your Proficiency Bonus + your INT modifier

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 your spell list. The new spell must be of a level for which you have spell slots.

Cantrips

You learn Mage Hand and two other Cantrips from the Wizard spell list.

Mage Hand Legerdemain

Magehand does not count towards the number of cantrips you can know and is always preopared. You can cast Magehand as a bonus action. Your Mage Hand is Invisible. You can control it as a bonus action and can make Sleight of Hand checks through it.

Lv 9

Magical Ambush

If you are Invisible or Hiding when you cast a spell on a creature, it has disadvantage on any saving throw it makes against the spell on the same turn.

Lv 10

Cantrip

You learn an additional Cantrip from the Wizard spell list.

Lv 13

Versatile Trickster

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 ft of the spectral hand created by the spell. Doing allows you to use your Cunning Strike Trip option on that creature and one other target within 5 ft of that creature.

Lv 17

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.