Rogue 12 · Arcane Trickster · Half-Elf · The Lightbringers · CY 596
Current level highlighted. Links jump to the matching trait below. Red = Tom’s Rules · Blue = Arcane Trickster · Gold = Feat
| Level | Class Features (PHB) | Class Features (Tom’s Rules) | Sneak Attack | Notes |
|---|---|---|---|---|
| 1st |
Expertise Sneak Attack Thieves’ Cant |
1d6 | ||
| 2nd | Cunning Action | 1d6 | Bonus action: Dash, Disengage, or Hide. | |
| 3rd |
Spellcasting Mage Hand Legerdemain |
2d6 | Arcane Trickster subclass. 3 cantrips (incl. Mage Hand), 3 spells known. | |
| 4th | Ability Score Improvement | 2d6 | ||
| 5th | Uncanny Dodge | 3d6 | Reaction: halve damage from one seen attacker. | |
| 6th | Expertise (2nd) | 3d6 | Choose 2 more skill proficiencies to double. | |
| 7th | Evasion | 4d6 | Dex save vs AOE: success = no damage; fail = half damage. | |
| 8th | Ability Score Improvement | 4d6 | ||
| 9th | Magical Ambush | 5d6 | Hidden when casting: target has disadv. on saves vs the spell. | |
| 10th | Ability Score Improvement | 5d6 | ||
| 11th | Reliable Talent | 6d6 | Proficient skill checks: treat any d20 roll below 10 as a 10. | |
| 12th | Ability Score Improvement | 6d6 | ||
| 13th | Versatile Trickster | 7d6 | Mage Hand: designate creature within 5 ft of hand; gain adv. on attacks vs it. | |
| 14th | Blindsense | 7d6 | If you can hear, aware of location of any hidden/invisible creature within 10 ft. | |
| 15th | Slippery Mind | 8d6 | Gain proficiency in Wisdom saving throws. | |
| 16th | Ability Score Improvement | 8d6 | ||
| 17th | Spell Thief | 9d6 | Reaction: force caster to save; steal spell knowledge for 8 hours. | |
| 18th | Elusive | 9d6 | No attack roll has advantage against you while you’re not incapacitated. | |
| 19th | Ability Score Improvement | 10d6 | ||
| 20th | Stroke of Luck | 10d6 | Turn a miss into a hit, or a failed ability check into a 20. 1/short or long rest. |
Every feature from Rogue Class Features — PHB, Arcane Trickster — PHB, Rogue Class Features — Tom’s Rules and Arcane Trickster — Tom’s Rules, collated together in level order. A feature that improves at later levels is listed under the level it is first gained, with its upgrades noted. Blue = Arcane Trickster · Red = Tom’s Rules. The original chapters below are left intact.
You start with the following equipment, in addition to that granted by your background:
At 1st level, choose two of your skill proficiencies, or one skill proficiency and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check using either of the chosen proficiencies. At 6th level, choose two more proficiencies (skills or thieves’ tools) to gain this benefit.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You don’t need advantage if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage. The extra damage increases as you gain rogue levels.
| Rogue Level | Sneak Attack | Rogue Level | Sneak Attack |
|---|---|---|---|
| 1st | 1d6 | 11th | 6d6 |
| 2nd | 1d6 | 12th | 6d6 |
| 3rd | 2d6 | 13th | 7d6 |
| 4th | 2d6 | 14th | 7d6 |
| 5th | 3d6 | 15th | 8d6 |
| 6th | 3d6 | 16th | 8d6 |
| 7th | 4d6 | 17th | 9d6 |
| 8th | 4d6 | 18th | 9d6 |
| 9th | 5d6 | 19th | 10d6 |
| 10th | 5d6 | 20th | 10d6 |
You learned thieves’ cant, a secret mix of dialect, jargon, and code that hides messages in normal conversation; only another creature who knows it understands. Conveying such a message takes four times as long as speaking plainly. You also know secret signs and symbols that convey simple messages — danger, guild territory, nearby loot, easy marks, or a safe house.
You can take a bonus action on each of your turns in combat, used only to Dash, Disengage, or Hide.
You gain the ability to cast wizard spells, focused on enchantment and illusion.
Cantrips. You learn Mage Hand and two other wizard cantrips of your choice; another at 10th level.
Spell Slots & Spells Known. See the table below. You know three 1st-level wizard spells, at least two from enchantment or illusion. Spells learned at higher levels must be enchantment or illusion, except those gained at 8th, 14th, and 20th level, which may be from any school. You can swap one known spell when you gain a rogue level (subject to the same school restriction).
Spellcasting Ability: Intelligence.
| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd |
|---|---|---|---|---|---|
| 3rd | 3 | 3 | 2 | — | — |
| 4th | 3 | 4 | 3 | — | — |
| 5th | 3 | 4 | 3 | — | — |
| 6th | 3 | 4 | 3 | — | — |
| 7th | 3 | 5 | 4 | 2 | — |
| 8th | 3 | 6 | 4 | 2 | — |
| 9th | 3 | 6 | 4 | 2 | — |
| 10th | 4 | 7 | 4 | 3 | — |
| 11th | 4 | 8 | 4 | 3 | — |
| 12th | 4 | 8 | 4 | 3 | — |
| 13th | 4 | 9 | 4 | 3 | 2 |
| 14th | 4 | 10 | 4 | 3 | 2 |
| 15th | 4 | 10 | 4 | 3 | 2 |
| 16th | 4 | 11 | 4 | 3 | 3 |
| 17th | 4 | 11 | 4 | 3 | 3 |
| 18th | 4 | 11 | 4 | 3 | 3 |
| 19th | 4 | 12 | 4 | 3 | 3 |
| 20th | 4 | 13 | 4 | 3 | 3 |
When you cast Mage Hand, you can make the spectral hand invisible and perform these additional tasks with it:
You can do one of these unnoticed by succeeding on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. You can use the bonus action from Cunning Action to control the hand.
Increase one ability score by 2, or two ability scores by 1 each (or take a feat). You can’t raise a score above 20 with this feature. Rogues gain an extra ASI at 10th level beyond the standard schedule.
When an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
When you are subjected to an effect allowing a Dexterity saving throw for half damage, you take no damage on a success and half on a failure.
From your broad knowledge you remember a few tricks of the trade. When attempting an ability check in which you do not have expertise, you may add a d4 to the result. You may elect to use the trick after rolling the d20 but before you know the result. Usable once per short rest.
At 11th level you may use them twice per short rest. At 13th level you may also use the tricks on attack rolls and saving throws.
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.
Gain proficiency in a knowledge skill of your choice.
If you take no movement on your turn, you may take a bonus action to gain advantage on a single missile attack made that turn. Usable twice per short rest.
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
As a bonus action, you can designate a creature within 5 feet of the spectral hand created by your Mage Hand, gaining advantage on attack rolls against that creature until the end of the turn.
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
When using Uncanny Dodge against a melee attack you can cause the attacker to overbalance. They must make a Dexterity saving throw against a DC of 8 + proficiency bonus + Dexterity modifier or fall prone. You may not use this ability again until you finish a short rest.
You gain proficiency in Wisdom saving throws.
You can use your reaction to cause a ranged or melee attack targeting you to instead target a creature adjacent to you that is within range of the attack. You must nominate the new target before the attack roll is made. You may not use this ability again until you finish a short rest.
Immediately after a creature casts a spell that targets you or includes you in its area, you can use your reaction to force it to make a saving throw with its spellcasting ability modifier (DC = your spell save DC). On a failure, you negate the spell’s effect against you and, if it is at least 1st level and of a level you can cast, you steal knowledge of it for 8 hours (it need not be a wizard spell). The creature can’t cast that spell until the 8 hours pass. Once used, recharge on a long rest.
No attack roll has advantage against you while you aren’t incapacitated.
If your attack misses a target within range, you can turn the miss into a hit; or if you fail an ability check, you can treat the d20 as a 20. Once used, recharge on a short or long rest.
Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
You start with the following equipment, in addition to the equipment granted by your background:
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
| Rogue Level | Sneak Attack | Rogue Level | Sneak Attack |
|---|---|---|---|
| 1st | 1d6 | 11th | 6d6 |
| 2nd | 1d6 | 12th | 6d6 |
| 3rd | 2d6 | 13th | 7d6 |
| 4th | 2d6 | 14th | 7d6 |
| 5th | 3d6 | 15th | 8d6 |
| 6th | 3d6 | 16th | 8d6 |
| 7th | 4d6 | 17th | 9d6 |
| 8th | 4d6 | 18th | 9d6 |
| 9th | 5d6 | 19th | 10d6 |
| 10th | 5d6 | 20th | 10d6 |
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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.
When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard 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.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd |
|---|---|---|---|---|---|
| 3rd | 3 | 3 | 2 | — | — |
| 4th | 3 | 4 | 3 | — | — |
| 5th | 3 | 4 | 3 | — | — |
| 6th | 3 | 4 | 3 | — | — |
| 7th | 3 | 5 | 4 | 2 | — |
| 8th | 3 | 6 | 4 | 2 | — |
| 9th | 3 | 6 | 4 | 2 | — |
| 10th | 4 | 7 | 4 | 3 | — |
| 11th | 4 | 8 | 4 | 3 | — |
| 12th | 4 | 8 | 4 | 3 | — |
| 13th | 4 | 9 | 4 | 3 | 2 |
| 14th | 4 | 10 | 4 | 3 | 2 |
| 15th | 4 | 10 | 4 | 3 | 2 |
| 16th | 4 | 11 | 4 | 3 | 3 |
| 17th | 4 | 11 | 4 | 3 | 3 |
| 18th | 4 | 11 | 4 | 3 | 3 |
| 19th | 4 | 12 | 4 | 3 | 3 |
| 20th | 4 | 13 | 4 | 3 | 3 |
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Starting at 9th level, 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.
At 13th level, you gain the ability to distract targets with your 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 advantage on attack rolls against that creature until the end of the turn.
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 targets you or includes you in its area of effect, you can 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 failed save, 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 doesn’t need to be a wizard spell). 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 long rest.
House rules that modify or supplement the PHB entries above.
Add scimitar to weapon proficiencies.
In the second sentence, “Once per turn” is now “Once per round”.
In addition: if the Rogue makes multiple attacks in a round and has multiple sneak attack dice, they may divide the sneak attack dice up amongst the attacks as they see fit. The decision must be made before rolling damage.
If you make your saving throw you take one quarter damage. If you fail you take half damage.
From your broad knowledge you remember a few tricks of the trade. When attempting an ability check in which you do not have expertise, you may add a d4 to your skill check result. You may elect to use the trick after rolling the d20 but before you know the result. You may use these tricks once per short rest. Once you reach 11th level you may use them twice per short rest. Once you reach 13th level you may also use the tricks on attack rolls and saving throws.
Gain proficiency in a knowledge skill of your choice.
If you take no movement on your turn, you may take a bonus action to gain advantage on a single missile attack made on that turn. You may use this ability twice per short rest.
When using Uncanny Dodge against a melee attack you can cause the attacker to overbalance. They must make a Dexterity saving throw against a DC of 8 + proficiency bonus + Dexterity modifier or fall prone. You may not use this ability again until you have finished a short rest.
You can use your reaction to cause a ranged or melee attack targeting you to instead target a creature adjacent to you that is within range of the attack. You must nominate the new target before the attack roll is made. You may not use this ability again until you have finished a short rest.
House rules that modify or supplement the PHB entries above.
An Arcane Trickster may also choose to memorise any of the following spells: