Roguish Archetype
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.
| Levels | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Spells Known |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | ||||||||||
| 2 | ||||||||||
| 3 | 2 | 2 ill/enc + 1 any (3) | ||||||||
| 4 | 3 | 3 + 1 (4) | ||||||||
| 5 | 3 | 3 + 1 (4) | ||||||||
| 6 | 3 | 3 + 1 (4) | ||||||||
| 7 | 4 | 2 | 4 + 1 (5) | |||||||
| 8 | 4 | 2 | 4 + 2 (6) | |||||||
| 9 | 4 | 2 | 4 + 2 (6) | |||||||
| 10 | 4 | 3 | 5 + 2 (7) | |||||||
| 11 | 4 | 3 | 6 + 2 (8) | |||||||
| 12 | 4 | 3 | 6 + 2 (8) | |||||||
| 13 | 4 | 3 | 2 | 7 + 2 (9) | ||||||
| 14 | 4 | 3 | 2 | 7 + 3 (10) | ||||||
| 15 | 4 | 3 | 2 | 7 + 3 (10) | ||||||
| 16 | 4 | 3 | 3 | 8 + 3 (11) | ||||||
| 17 | 4 | 3 | 3 | 8 + 3 (11) | ||||||
| 18 | 4 | 3 | 3 | 8 + 3 (11) | ||||||
| 19 | 4 | 3 | 3 | 1 | 9 + 3 (12) | |||||
| 20 | 4 | 3 | 3 | 1 | 9 + 4 (13) |
You augment your martial prowess with the ability to cast spells.
Cantrips. You learn 3 cantrips: mage hand, and 2 other cantrips of your choice from the wizard spell list. You learn 1 additional cantrip at 10th level.
Known Spells. You know 3 1st-level spells of your choice, 2 of which you must choose from the enchantment and illusion school on the wizard spell list. Any new spells you learn must also come from these 2 schools, unless otherwise specified. The Spells Known column of the arcane trickster spell slot table shows how many spells you know at any given level. Whenever you gain a level in this class, you may choose one of the spells you know, and replace it with any other spell. Each spell you learn can only be of a spell slot level you have.
Spellcasting Ability. Your spellcasting ability is INT.
Spell Save DC. 8 + proficiency + INT
Spell attack modifier. proficiency + INT
Whenever you cast the mage hand cantrip, you may make the spectral hand invisible, and you may perform additional tasks with it, such as stowing or retrieving an object in a container worn or carried by another creature, or pick locks or disarm traps at range. You may perform one of these tasks without being noticed by a creature if you succeed on a Sleight of Hand (DEX) check, contested by the creature's Perception (WIS) check. You may use a bonus action to control the hand.
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.
You gain the ability to distract targets with your mage hand. As a bonus action, you may designate a creature within 5ft. of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of your turn.
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 may 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 failure, 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 does not have to be a wizard spell. For the next 8 hours, you know this spell, and may cast it using your spell slots. The creature you stole the spell from cannot cast this spell until these 8 hours have passed. You may use this feature once per long rest.
Source: Player's Handbook