Player's Handbook 2024
Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.
Level 3: Spellcasting
You have learned to cast spells. The information below details how you use those rules as an Arcane Trickster.
Cantrips
You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list (see that class's section for its list).
Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.
When you reach Rogue level 10, you learn another Wizard cantrip of your choice.
Spell Slots
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
| Arcane Trickster Level |
Cantrips Known |
Spells Prepared |
1st |
2nd |
3rd |
4th
|
| 1 |
2 |
— |
— |
— |
— |
—
|
| 2 |
2 |
— |
— |
— |
— |
—
|
| 3 |
2 |
3 |
2 |
— |
— |
—
|
| 4 |
2 |
4 |
3 |
— |
— |
—
|
| 5 |
2 |
4 |
3 |
— |
— |
—
|
| 6 |
2 |
4 |
3 |
— |
— |
—
|
| 7 |
2 |
5 |
4 |
2 |
— |
—
|
| 8 |
2 |
6 |
4 |
2 |
— |
—
|
| 9 |
2 |
6 |
4 |
2 |
— |
—
|
| 10 |
3 |
7 |
4 |
3 |
— |
—
|
| 11 |
3 |
8 |
4 |
3 |
— |
—
|
| 12 |
3 |
8 |
4 |
3 |
— |
—
|
| 13 |
3 |
9 |
4 |
3 |
2 |
—
|
| 14 |
3 |
10 |
4 |
3 |
2 |
—
|
| 15 |
3 |
10 |
4 |
3 |
2 |
—
|
| 16 |
3 |
11 |
4 |
3 |
3 |
—
|
| 17 |
3 |
11 |
4 |
3 |
3 |
—
|
| 18 |
3 |
11 |
4 |
3 |
3 |
—
|
| 19 |
3 |
12 |
4 |
3 |
3 |
1
|
| 20 |
3 |
13 |
4 |
3 |
3 |
1
|
Prepared Spells of 1st+ Level
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended.
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.
Changing Your Prepared Spells
Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus
You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
Level 3: Mage Hand Legerdemain
When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.
Level 9: Magical Ambush
If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.
Level 13: Versatile Trickster
You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.
Level 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 take a Reaction to force the creature to make an Intelligence saving throw. 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 level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it until the 8 hours have passed.
Once you steal a spell with this feature, you can't use this feature again until you finish a Long Rest.
Player's Handbook 2024
An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.
Level 3: Assassin's Tools
You gain a Disguise Kit and a Poisoner's Kit, and you have proficiency with them.
Level 3: Assassinate
You're adept at ambushing a target, granting you the following benefits.
- Initiative. You have Advantage on Initiative rolls.
- Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.
Level 9: Infiltration Expertise
You are expert at the following techniques that aid your infiltrations.
- Masterful Mimicry. You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.
- Roving Aim. Your Speed isn't reduced to 0 by using Steady Aim.
Level 13: Envenom Weapons
When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.
Level 17: Death Strike
When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack's damage is doubled against the target.
Forgotten Realms: Heroes of Faerun
A Scion of the Three draws power from one of a group of malevolent gods : Wonnot, deity of chaos, insanity and discord; Iagi, deity of ambition, tyranny and destruction; and Rylis, deity of hunger, monsters and terror. While some Rogues of this subclass pledge themselves ardently to one of those three macabre gods, others find themselves thrust on this path by a curse. Either way, a scion's power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.
Scions of the Three are most common in Benia, where these gods have long competed for influence over mortal hearts. Underground cults to Wonnot, Iagi, and Rylis often count Scions of the Three among their most useful agents. Outside Benia, secular thieves' guilds such as the Senkant Six might cautiously call on a Scion of the Three to undertake an especially violent contract.
Level 3: Dread Allegiance
Choose one of the three gods: Wonnot, Iagi, or Rylis. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.
| God |
Damage Resistance |
Cantrip
|
| Wonnot |
Psychic |
Minor Illusion
|
| Iagi |
Poison |
Blade Ward
|
| Rylis |
Necrotic |
Chill Touch
|
Level 3: Bloodthirst
When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack, dealing your Sneak Attack damage on a hit, even if you already used it during your turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 9: Strike Fear
You gain the following Cunning Strike option.
- Terrify (Cost: 1d6): The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. While the target is Frightened in this way, you have Advantage on attack rolls against the target.
The Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Level 13: Aura of Malevolence
You radiate malignant power associated with one of the evil gods. When you use Bloodthirst and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage Resistance granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores Resistance.
Level 17: Dread Incarnate
You gain the following benefits.
- Cutthroat: You regain one expended use of Bloodthirst when you finish a Short Rest.
- Murderous Intent: When you roll for your Sneak Attack damage, you can treat a roll of a 1 or 2 on the die as a 3.
Player's Handbook 2024
A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.
Level 3: Psionic Power
You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.
| Rogue Level |
Die Size |
Number
|
| 3 |
D6 |
4
|
| 5 |
D8 |
6
|
| 9 |
D8 |
8
|
| 11 |
D10 |
8
|
| 13 |
D10 |
10
|
| 17 |
D12 |
12
|
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.
You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
- Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.
- Psychic Whispers. You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).
The first time you use this power after each Long Rest, you don't expend the Psionic Energy Die. All other times you use the power, you expend the die.
Level 3: Psychic Blades
You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:
| Name |
Typ |
Gewicht |
Schaden |
Reichweite |
Eigenschaften |
Mastery
|
| Psychic Blade |
Simple Melee |
0 |
1d6 psychic |
5 ft. |
Finesse, Thrown (60/120 ft.) |
Vex
|
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.
After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.
Level 9: Soul Blades
You can now use the following powers with your Psychic Blades.
- Homing Strikes. If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.
- Psychic Teleportation. As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Level 13: Psychic Veil
You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Level 17: Rend Mind
You can sweep your Psychic Blades through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.
Player's Handbook 2024
A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
Level 3: Fast Hands
As a Bonus Action, you can do one of the following.
- Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.
- Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.
Level 3: Second-Story Work
You've trained to get into especially hard-to-reach places, granting you these benefits.
- Climber. You gain a Climb Speed equal to your Speed.
- Jumper. You can determine your jump distance using your Dexterity rather than your Strength.
Level 9: Supreme Sneak
You gain the following Cunning Strike option.
- Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
Level 13: Use Magic Device
You've learned how to maximize use of magic items, granting you the following benefits.
- Attunement. You can attune to up to four magic items at once.
- Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
- Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
Level 17: Thief's Reflexes
You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.