The Arcane Trickster Spellcasting table outlines the number of spell slots required to cast wizard spells of 1st level and higher. To cast a spell, one must expend a slot of the spell’s level or higher. All expended spell slots are regained when a long rest is completed.
Arcane Tricksters gain the ability to cast spells using intelligence as their spellcasting modifier. They have 3 cantrips to start with (eventually having 4 at level 10). Their spell selection is limited, but they can use their reaction to force a creature to make a saving throw with its spellcasting ability modifier.
In addition to casting spells, Arcane Tricksters gain roguish abilities to use with their spells, such as an invisible mage hand and the ability to impose disadvantage on spell saves when you are. These spells are cast as an action but allow you to still make a weapon attack as part of that action, leaving your bonus action free to disengage afterwards.
The Arcane Trickster’s Sneak Attack ability allows them to create fantastic damage thanks to their incorporation of Enchantment and Illusion magic into their technique. They use their Intelligence as their spell-casting ability, which is based on study and knowledge like Wizards and Artificers. If their magic was innate or based on willpower, they would use CHA like Sorcerers.
Arcane Tricksters gain access to spells from the wizard spell list, learning spells mainly from the enchantment and illusion magic. They use Intelligence as their spellcasting modifier, and their spells come from intense study similar to a wizard but highly specialized.
📹 You Might Be an Arcane Trickster | Rogue Subclass Guide for DND 5e
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Do arcane tricksters prepare spells?
In this text, the player learns to cast spells as an Arcane Trickster, following the rules outlined in the Player’s Handbook. They have three cantrips: Mage Hand and two other cantrips of their choice from the Arcane spell list. As they gain a Rogue level, they can replace one of their cantrips with another from the Arcane spell list. When reaching 10th level, another Arcane cantrip is learned.
The Arcane Trickster Spellcasting table shows the number of spell slots needed to cast spells of 1st level and higher. To cast a spell, one must expend a slot of the spell’s level or higher. All expended spell slots are regained after a Long Rest.
A list of prepared spells of 1st level and higher is prepared for the player. This includes three 1st-level spells from the Arcane spell list, two of which must be from the Enchantment and Illusion schools of magic. The number of spells on the list increases as the player gains Rogue levels.
When a player gains a level, they can replace one of their known spells with another spell of their choice from the Arcane spell list. The chosen spells must be of a level for which they have spell slots.
The 17th level of spell casting allows the player to magically steal the knowledge of how to cast a spell from another spellcaster. After a creature casts a spell that targets them or includes them in its area of effect, the player can use their Reaction to force the creature to make a saving throw with its spellcasting ability modifier. If the save fails, the player negates the spell’s effect against them and steals the knowledge of the spell if it is at least 1st level and of a level they can cast.
The prepared spells for the rogue level are listed in the table.
Do Arcane tricksters automatically get mage hands?
The Arcane Trickster Rogue must learn Mage Hand at level three, along with two other Wizard cantrips. They gain several Mage-Hand-related perks from level three, including the ability to control the hand with a bonus action, making their handy pal invisible, and three additional actions: stashing an object in a container, fetching an object from another creature’s container, and picking locks and disarming traps on their behalf. These actions can be performed without detection if a Slight of Hand check against a character’s Perception is successful.
Can rogues cast spells?
At level 3, the user may select Arcane Trickster, which will result in the acquisition of three cantrips and three first-level spells from the Wizard’s spell list. Additionally, two spell slots will be made available for casting, utilizing the Wizard’s spell list.
Can Arcane Trickster cast rituals?
Arcane Trickster Rogues are unable to write down their spells, learn them from scrolls or spellbooks, and are not ritual casters. Consequently, they are unable to cast their known spells as a ritual. The browser in question does not support cookies.
Can Arcane Tricksters cast rituals?
The individual, who serves as the group’s resident identifier and utility caster, is frustrated with the Arcane Trickster’s inability to utilize rituals after gaining spellcasting abilities. It is stated that JavaScript is either disabled or blocked by extensions, and that the browser in question does not support cookies.
What stat does Arcane Trickster use for spell casting?
The Arcane Trickster spells are learned through cantrips and cantrips, with more at higher levels. The spells are known and expended, and the spellcasting table shows the number of slots available for casting. Intelligence is the spellcasting ability, which is elearned through study and memorization. It is used when a spell refers to your spellcasting ability and when setting the saving throw DC and spell attack modifiers for your spells.
At level 3, the Mage Hand Legerdemain is learned, allowing you to make the spectral hand invisible and perform additional tasks with it. These tasks include stowing an object in a container worn or carried by another creature, retrieving an object in a container worn or carried by another creature, and using thieves’ tools to pick locks and disarm traps at range.
In summary, the Arcane Trickster spells are learned through cantrips and cantrips, with the ability to cast spells using higher level slots. The Mage Hand Legerdemain allows players to use their arcane magic as an extension of their fingers.
How does Arcane Trickster work?
Arcane Tricksters can use Wizard spells to enhance their abilities, trick enemies, and defend themselves more effectively. They learn three cantrips: Mage Hand and two other cantrips from the wizard spell list. Class features include saving throws, dexterity, and intelligence. Hit points are 1d8 per rogue level, with higher levels having 1d8 or 5) plus your Constitution modifier. Armor is light armor, and weapons include simple weapons, hand crossbows, longswords, rapiers, and shortswords.
Can arcane tricksters learn spells like wizards?
Upon reaching level 20, the Arcane Trickster is able to access any wizard spell up to level 4, provided that they possess the requisite level 4 spell slots.
Can Arcane Trickster Ritual cast?
Arcane Trickster Rogues are unable to write down their spells, learn them from scrolls or spellbooks, and are not ritual casters. Consequently, they are unable to cast their known spells as a ritual. The browser in question does not support cookies.
Can Arcane Trickster change spells?
As you advance in this class, you can replace a known wizard spell with another spell from the wizard spell list, provided it is an enchantment or illusion spell of a level with spell slots. Intelligence is your spellcasting ability, learned through dedicated study and memorization. It is used when a spell refers to your spellcasting ability and when setting the saving throw DC for a spell you cast or making an attack roll with one. The spell save DC is calculated by adding 8 to your proficiency bonus and your Intelligence modifier.
How does Arcane Trickster cast spells?
The Arcane Trickster Spellcasting table displays the number of spell slots available for casting 1st-level and higher spells. To cast a spell, one must expend a slot of the spell’s level or higher. All expended spell slots are regained after a long rest. For instance, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level slot available, you can cast it using either slot.
You know three 1st-level wizard spells of your choice, two of which must be chosen from the wizard spell list. The Spells Known column shows when you learn more wizard spells of 1st level or higher, each of which must be an enchantment or illusion spell of your choice and have spell slots available.
📹 How to Play an Arcane Trickster Rogue in Dungeons & Dragons 5e
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I think the ultimate familiar for a rogue (arcane trickster/rogue w/ magic initiate/warlock dip) has to be the owl, especially if you’re a human. The owl has 120ft dark vision and advantage on perception checks (+3 modifier). Look through the owl’s eyes in a dark passage to find traps etc. You can then send it to the pocket dimension so you can stealth. In combat the ‘flyby’ feature with its 60ft fly speed sends it into overdrive. Have the owl fly 30ft above your target. Then have it swoop 30ft down, make the ‘help’ action to give you advantage on your next attack roll and then fly 30ft up in the air, not provoking opportunity attacks thanks to ‘flyby’. The advantage means you can sneak attack whoever you want on the battlefield and the owl’s mobility means it should be very difficult for your familiar to be taken out of the fight. Additionally, the 60ft fly speed and the owl’s talons means that it is the ultimate healing potion administer. There are three good options for rogues to get booming blade and find familiar imo: arcane trickster subclass, magic initiate and taking a 3 level warlock multiclass dip. If you take a three level warlock dip to get booming blade and go pact of the chain to get an improved find familiar for the owl (and access to the imp familiar for scouting) you also get a couple invocations, a nice otherworldly patron ability and 2 second level spell slots that recharge off a short rest. The advantage of this is the spellcasting ability modifier for the warlock is charisma which allows you to be more of a charlatan and a deceiver if you like.
Really like the review. Did I miss the race options? like to add a note. As for race, High Elf at lvl 13 Extra cantrip Stats Dex 15+2Int 14+1 with +2 dex, elven accuracy +1 dex mobile, luck or fey +1 int and misty step Or switch to wood elf and change int with wisdom. And get +5 movement and mark of wild. High intel better choice for spells. Either way Elven accuracy grants extra d20 to hit. 3d20. Familiar elven accuracy and later on lvl 13 versatile trickster elven accuracy. If you go gnome forest you lose elven accuracy but get more defense with gnome cunning. BTW why do one of you sound familiar on Star Wars information
Home brew fix for Spell Thief: Once per long rest the arcane trickster can automatically steal a spell of any level that they see being cast. The arcane trickster can keep the stolen spell until the start of their next long rest. They gain one cast of the stolen spell, even if they no longer have spell slots for a spell level they can normally cast. The spell save DC of the stolen spell is that of the spells original owner, who is unable to cast the stolen spell for the next 8 hours.
I’m playing an arcane trickster and I’m seriously considering choosing the 1st level spell Silvery Barbs. It’s seems like such a solid choice, but am I missing something? I considered taking Disguise Self instead, but I’m already very good with my disguise kit, so I’ll just use that until I can get a Hat of Disguise.
Mage Slayer and Sentinel are good feats for an Arcane Trickster – they give you extra ways to get opportunity attacks. War caster is also good if you plan on taking Booming Blade and Shadow Blade – it lets you do Booming Blade as an opportunity attack, and it gives you advantage for maintaining concentration on Shadow Blade. It also lets you dual wield as an arcane trickster and still cast spells.
How to play an Arcane Trickster — take one level of Divine Soul and two levels of Hexblade, dump INT, max Charisma, and hop onto full Sorcerer after Arcane Trickster 9 Magical Ambush. Tier 1-2 use medium armor + shield + Shield of Faith for 21 AC (26 AC with Shield spell), fight with Booming Blade (into Cunning Action disengage)/Greenflame Blade + Sneak Attack in melee and Eldritch Blast from range. Use Familiar + help action to always get advantage on your attack roll. Take spells that don’t require saving throws or attack rolls from the Wizard list, such as Mirror Image. Once you get Magical Ambush and start taking Sorcerer levels, you can Cunning Action hide into Action spell, and always force disadvantage on your spell’s saving throws. Even better if a teammate cast Greater Invisibility on you. You can even take 1 level of Bard for spells like Hideous Laughter, Faerie Fire, and Dissonant Whispers, and force disadvantage with maxed out casting stats. Here is a full build breakdown for those interested: cdn.discordapp.com/attachments/671379654686277645/671380638741561344/Ronins_Hexblade_AT_build_breakdown.pdf
I have some information I must impart unto you. Spines are an evolutionary trait to fend off creatures. The spines are meant to cause pain as the predators try to eat them, so as to ward of further consumption of the species. The natural predators of these spined creatures are big enough to fit a large portion of the animal in it’s mouth and down it’s throat. Basically big enough so it’s spikes don’t matter. And remember, the spikes are an evolutionary trait. Now, keep this information in mind as you study page 287 in the monster manual
Anyone got experience with a ranged/crossbow Arcane Trickster? I’m working on one for an upcomming campaign, but most things I read really favours the melee build with booming blade etc. My roleplaying initiative for this character is a guy that’s being overshadowed by his older brother (another PC) and often gets into mischeifs. In stead of helping out at the farm he preferrs to hunt with his crossbow or trawl the local bars doing mischeif.
Steal low level spells that are used often to cripple non-wizards. Also, use magic mouth on something like an earring so you know when someone is trying to sneak up on you. The spell specifies that you can only not cast it on object held or worn by another creature, so your own apparel are legally OK.
do you guys have a article on familiars, how they work mechanically, and how a warlock’s familiar is different from a wizard’s? I’m playing a chainlock right now, and it’s kinda confusing. the spell description for find familiar says that the familiar has it’s own turn in the initiative oder, but can’t attack. meanwhile the description for pact of the chain says that a warlock’s familiar does get to attack, but my DM says that their attack can only occur on my own turn, and that I have to use my own action to make it happen. this makes no sense to me for two reasons: 1)the idea of the creature getting it’s own turn, and it’s own attack, but having to use it’s attack on my turn makes no sense. 2)this is exactly how the OG beastmaster ranger worked, and was one of the main complaints about the ranger class. if the chainlock worked the same way then I feel that those complaints would’ve been directed there as well.
Is it possible to use both your action and your Cunning Action to control the Mage hand twice? The Mage Hand states that you can use your action to use it, and Mage Hand Legerdemain states that you can use Cunning Action to use the Mage Hand… if you use both your action and bonus action, does this grant two uses of Mage Hand?
Unrelated to the article, but rather hero forge. I hope eventually they add leg and foot armors for non standard races, it feels like I need to just give them human feet or skirts to cover them up. I also hope they add skeletal variants of the other races, it’d be cool to be able to make a bone dragonborn or minotaur. Though otherwise hero forge is something I actually go to any time I make a new character sheet, even if I never plan to use it. It’s just fun to mess around with.
go max on stealth and sleight of hand. with mage hand being invisible and a bonus action, you can really help out your team by stealing your enemies stuff right from under their noses. with presdidigitation and minor illusion you’re pretty much set for the rest of the campaign. if dealing with a public figure you can pretty much ruin their lifes work and make them a joke of a human being. with a good deception score, you can trick people using presdidigitation, making them think you’ve obtained artifacts and taking all the attention from your party. and lets not leave out Nystals Magic Aura. you can absolutely cause all kinds of confusion with it by tricking people into thinking you’re a neutral nonmagical human when detect magic is used on them. and if you use it everyday for a month it becomes permanent until you dispell it or have a dispell magic used on you. tabaxi get even more use out of it because they can have a climbing speed and can hide on the walls
2 things. 1: it’s kinda dumb that you can’t sneak attack with a spell, It’s not even like you could break it with eldritch blast or something because it’s 1 attack per round. 2: I’m kinda tempted to grab Fireball with an arcane trickster. Just because the idea of basically throwing a grenade into a place where no one is ready for it sounds interesting.
Does Crossbow Expert allow an Arcane Trickster to cast an attack cantrip or spell with their action and then hand Xbow shoot on their bonus action? The wording of “attack with a one-handed weapon” is kinda grey area to me, suggests maybe not. If a hands free I don’t see why you wouldn’t be able to though. Most discussions I’ve seen online seem to say no as well but it’s weird wording of “you can bonus attack with hand xbow if you used your action to do so and have a free hand”.