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. <br> ___ ### 3rd Level <br> ##### Mage Hand Legerdemain Starting at 3rd level, when you cast [[Arcane Spells#Mage Hand|mage hand]], you can make the spectral hand [[Conditions#Invisible|invisible]], and you can perform the following additional tasks with it: - You can stow one object the hand is holding in a container worn or carried by another creature. - You can retrieve an object in a container worn or carried by another creature. - You can use [[Gear Appendix#Thieves' Tools|Thieves’ Tools]] to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a [[Abilities & Skills#Sleight of Hand|Sleight of Hand]] check contested by the creature’s [[Abilities & Skills#Passive Checks|passive]] (Wisdom) [[Abilities & Skills#Perception|Perception]] check. In addition, you can use a bonus action to control the hand. <br><br> ##### Spellcasting When you reach 3rd level, you augment your stealth and agility with the ability to cast [[Arcane Spells|Arcane spells]]. ###### Cantrips >You learn [[Arcane Spells#Mage Hand|mage hand]], which does not count against the number of cantrips you know, and two other cantrips of your choice from the [[Arcane Spells|Arcane Spell List]]. You know a number of cantrips equal to half your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] (rounded down) +1. <br> ###### Spells Known and Casting Spells >The Trickster Spellcasting Table shows how many spell slots you have to cast your [[Arcane Spells|Arcane 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 [[Survival Needs#Long Rest|long rest]]. > >You know three 1st-level spells of your choice from the [[Arcane Spells|Arcane Spell List]]. The Spells Known column of the Magus Spellcasting table shows when you learn more Arcane spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. > >Additionally, when you gain a level in this class, you can choose one of the Arcane spells you know and replace it with another spell from the [[Arcane Spells|Arcane Spell List]], which also must be of a level for which you have spell slots. <br> ###### Spellcasting Ability >Intelligence is your spellcasting ability for your [[Arcane Spells|Arcane Spells]]. You use your Intelligence whenever a spell refers to your [[Spellcasting#Spellcasting Ability 🛠|Spellcasting Ability]]. In addition, you use your Intelligence modifier when setting the saving throw DC for an Arcane spell you cast and when making an attack roll with one. > >>Spell save DC = 8 + your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] + your Intelligence modifier >>Spell attack modifier = your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] + your Intelligence modifier <br> **Spellcasting Focus** >You are required to use a [[Spellcasting#Spellcasting Focus 🛠|Spellcasting Focus]] in order to cast your spells. See the Equipment section for the various [[Adventuring Gear#Spellcasting Focus|spellcasting foci]] and which [[Spellcasting#Spell Lists|Spell Lists]] they may be used for. Spells from other spell lists may require other spellcasting foci. <br> ###### The Trickster Spellcasting Table | Rogue Level | Spells Known | 1st SS¹ | 2nd SS¹ | 3rd SS¹ | 4th SS¹ | | :---------: | :----------: | :-----: | :-----: | :-----: | :-----: | | 3 | 3 | 2 | - | - | - | | 4 | 3 | 3 | - | - | - | | 5 | 4 | 3 | - | - | - | | 6 | 4 | 3 | - | - | - | | 7 | 5 | 4 | 2 | - | - | | 8 | 5 | 4 | 2 | - | - | | 9 | 6 | 4 | 2 | - | - | | 10 | 6 | 4 | 3 | - | - | | 11 | 7 | 4 | 3 | - | - | | 12 | 7 | 4 | 3 | - | - | | 13 | 8 | 4 | 3 | 2 | - | | 14 | 8 | 4 | 3 | 2 | - | | 15 | 9 | 4 | 3 | 2 | - | | 16 | 9 | 4 | 3 | 3 | - | | 17 | 10 | 4 | 3 | 3 | - | | 18 | 10 | 4 | 3 | 3 | - | | 19 | 11 | 4 | 3 | 3 | 1 | | 20 | 11 | 4 | 3 | 3 | 1 | ¹ *- Spell Slots* <br> ___ ### 9th Level <br> ##### Magical Ambush Starting at 9th level, if you are [[Actions in Combat#Hide|hidden]] from a creature when you cast a spell on it, the creature has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on any saving throw it makes against the spell this turn. <br> ___ ### 13th Level <br> ##### Versatile Trickster At 13th level, you gain the ability to distract targets with your [[Arcane Spells#Mage Hand|mage hand]]. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you and your allies [[Abilities & Skills#Advantage & Disadvantage|advantage]] on attack rolls against that creature until the start of your next turn. <br> ___ ### 17th Level <br> ##### Spell Thief At 17th level, 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 you can see, you can use your reaction to force the creature to make a saving throw against your spell save DC using its spellcasting ability modifier. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it's at least 1st level and of a level you can cast. 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 [[Survival Needs#Long Rest|long rest]].