Rogue is under Reconstruction!

Apologies for the mess!

 

Rogue

 

Rogue: Roguish Archetype: Trickster Magician

The Trickster Magician combines stealth and spells, blending its rogue skills with magic.

 

Trickster Magician Features

Spellcasting

When you become an arcane trickster at 3rd level, you learn spells to help you in your pursuits.

Trickster Magician Spells

You must choose one of the following types of trickster magician, which defines which spell list you draw you magic from:

          Arcane Trickster. You learn spells from the arcane spell list and your spellcasting ability modifier is Intelligence.

          Divine Trickster. You learn spells from the divine spell list and your spellcasting ability modifier is Charisma.

          Wild Trickster. You learn spells from the primal spell list and your spellcasting ability modifier is Wisdom.

In addition, you can only choose spells from the enchantment, illusion or transmutation spell schools. Whenever you learn or replace a Trickster Magician spell of 1st level or higher, that spell must come from your spell list and belong to one of these spell schools.

Armoured Casting

You ignore spell failure from light armour when you cast trickster magician spells.

Cantrips

You know the mage hand cantrip as well as two cantrips of your choice your trickster magician spell list. You learn additional cantrips of your choice at higher levels, as shown in the cantrips known column of the trickster magician spellcasting table.

Silent Spells

You can cast your trickster magician spells without verbal components unless the spell requires the target to be able to hear or understand you, or the spell only requires verbal components.

Spells Known of 1st Level and Higher

The spells known column of the trickster magician spellcasting table shows when you learn more trickster magician spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the trickster magician spells you know and replace it with another trickster magician spell, which also must be of a level for which you have spell slots.

Spell Slots

The trickster magician spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Your trickster magician choice determines your spellcasting ability for your spells. You use this ability whenever a spell refers to your spellcasting ability.

In addition, you use that ability modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier

Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

 

Arcane Trickster Spellcasting

Level

Spells known

Cantrips known

1

2

3

4

3

2

2+1

2

-

-

-

4

3

2+1

2

-

-

-

5

3

2+1

3

-

-

-

6

3

2+1

3

-

-

-

7

4

2+1

3

1

-

-

8

4

2+1

3

1

-

-

9

4

2+1

3

1

-

-

10

5

3+1

4

1

-

-

11

5

3+1

4

1

-

-

12

5

3+1

4

1

-

-

13

6

3+1

4

1

1

-

14

6

3+1

4

1

1

-

15

6

3+1

4

1

1

-

16

7

3+1

4

2

1

-

17

7

3+1

4

2

1

-

18

7

3+1

4

2

1

-

19

8

3+1

4

2

1

1

20

8

3+1

4

2

1

1

Mage Hand Legerdemain

Also starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can use the bonus action granted by your cunning action to control the hand instead of an action.

You can also perform additional tasks when you control the hand. You can perform these special tasks without being noticed by a creature if you succeed on a Dexterity (sleight of hand) check against the creature’s passive perception when you use the task:

          You can stow one object the hand is holding in a container, including one worn or carried by a creature.

          You can retrieve an object in a container worn or carried by a willing creature.

          You can use thieves' tools carried by the hand to pick locks and disarm traps (it may take longer than one turn to pick a lock, this action just allows you to have the mage hand pick the lock).

 

Magical Ambush

Beginning at 10th level, you can use your mage hand to assist your allies. When another creature makes an attack against a creature that is within 5 feet of your mage hand, you can use your reaction to grant the attacker advantage on the attack.

Sneak Attack: Magical Ambush

When you cast a cantrip that requires an attack roll, you can change the cantrip into a special spell attack, a magical ambush:

          Magical Ambush. You must make this attack with advantage or against a flat-footed creature. On a hit, you replace the cantrip’s damage dice with a number of d10 equal to your sneak attack value. If the cantrip has a special effect on a critical hit, this attack also gains that effect on a hit.

 

Spell Thief

At 18th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature you can see casts a spell, you can use your reaction to force the creature to make a saving throw using its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell, and you steal the knowledge of the spell if it is 1st level or higher.

For the next 8 hours, you know the spell and the creature that had the spell stolen can't cast the spell until you decide to give up the knowledge of the spell or the 8 hours have passed. If the spell is of a level, you have spell slots for, you can cast it using your spell slots. You can also cast it once without expending a spell slot. When you do so, you automatically give up the knowledge of the spell.

Once you use this feature to successfully steal a spell, you can't use it again until you finish a long rest.