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S p e l l c a s t i n g A r c a n e T r i c k s t e r S p e l l c a s t i n g
W hen you reach 3rd level, you gain the ability to — Spell Slots per Spell Level—
Rogue Cantrips Spells
cast spells. See chapter 10 for the general rules of
Level Known Known 1st 2nd 3rd 4th
spellcasting and chapter 11 for the w izard spell list.
3rd 3 3 2 — — —
Cantrips. You learn three cantrips: mage hand and
two other cantrips of your choice from the wizard spell 4th 3 4 3 — — —
list. You learn another wizard cantrip of your choice 5th 3 4 3 — — —
at 10th level. 6th 3 4 3 — — —
Spell Slots. The Arcane Trickster Spellcasting 7th 3 5 4 2 — —
table shows how many spell slots you have to cast 8th 3 6 4 2 — —
your spells of 1st level and higher. To cast one of these 9th 3 6 4 2 — —
spells, you must expend a slot of the spell's level or
10th 4 7 4 3 — —
higher. You regain all expended spell slots when you
11th 4 8 4 3 — —
finish a long rest.
12th 4 8 4 3
For example, if you know the 1st-level spell charm — —
13th 4 9 4 3 2
person and have a 1st-level and a 2nd-level spell slot —
14th 4 10 4 3 2
available, you can cast charm person using either slot. —
15th 4 10 4 3 2
Spells Known of 1st-Level and Higher. You know —
three 1st-level wizard spells of your choice, two of which 16th 4 11 4 3 3 —
you must choose from the enchantment and illusion 17th 4 11 4 3 3 —
spells on the w izard spell list. 18th 4 11 4 3 3 —
The Spells Known colum n of the Arcane Trickster 19th 4 12 4 3 3 1
Spellcasting table show s when you learn m ore wizard 20th 4 13 4 3 3 1
spells of 1st level or higher. Each of these spells must
be an enchantment or illusion spell of your choice, and
must be of a level for which you have spell slots. For
You can perform one of these tasks without being
instance, when you reach 7th level in this class, you can
noticed by a creature if you succeed on a Dexterity
learn one new spell of 1st or 2nd level.
(Sleight of Hand) check contested by the creature’s
The spells you learn at 8th, 14th, and 20th level can
W isdom (Perception) check.
com e from any school of magic.
In addition, you can use the bonus action granted by
W henever you gain a level in this class, you can
your Cunning Action to control the hand.
replace one o f the wizard spells you know with another
spell of your choice from the wizard spell list. The M a g i c a l A m b u s h
new spell must be of a level for which you have spell Starting at 9th level, if you are hidden from a
slots, and it must be an enchantment or illusion spell, creature when you cast a spell on it, the creature has
unless you’re replacing the spell you gained at 8th, 14th, disadvantage on any saving throw it makes against the
or 20th level. spell this turn.
Spellcasting Ability. Intelligence is your spellcasting
ability for your wizard spells, since you learn your V e r s a t i l e T r i c k s t e r
spells through dedicated study and memorization. At 13th level, you gain the ability to distract targets with
You use your Intelligence whenever a spell refers to your mage hand. As a bonus action on your turn, you can
your spellcasting ability. In addition, you use your designate a creature within 5 feet of the spectral hand
Intelligence modifier when setting the saving throw created by the spell. Doing so gives you advantage on
DC for a wizard spell you cast and when making an attack rolls against that creature until the end of the turn.
attack roll with one.
Spell save DC = 8 + your proficiency bonus + S p e l l T h i e f
your Intelligence modifier At 17th level, you gain the ability to magically
steal the knowledge of how to cast a spell from
Spell attack modifier = your proficiency bonus + another spellcaster.
your Intelligence modifier Immediately after a creature casts a spell that targets
you or includes you in its area of effect, you can use your
M a g e H a n d L e g e r d e m a i n reaction to force the creature to make a saving throw
Starting at 3rd level, when you cast mage hand, you can with its spellcasting ability modifier. The DC equals
make the spectral hand invisible, and you can perform your spell save DC. On a failed save, you negate the
the following additional tasks with it: 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
• You can stow one object the hand is holding in a
cast (it doesn’t need to be a wizard spell). For the next
container worn or carried by another creature.
8 hours, you know the spell and can cast it using your
• You can retrieve an object in a container worn or
spell slots. The creature can’t cast that spell until the
carried by another creature.
8 hours have passed.
• You can use thieves’ tools to pick locks and disarm
Once you use this feature, you can’t use it again until
traps at range.
you finish a long rest.

