Arcane Trickster (Sorcerous Origin)

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Arcane Trickster

Sorcerous Origin

While your life has led you down a roguish path, at some point in your past you discovered that wild magic flowed through you - perhaps accidentally. You discovered that you can tap into that wild magic to help you in your devious ways.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting, and chapter 11 for the sorcerer spell list.

Sorcery Points. You have a number of sorcery points equal to your Charisma modifier. This number of sorcery points increases based on your level according to the Additional Sorcery Points column of the Arcane Trickster Sorcerous Spellcasting table. You regain all spent sorcery points when you finish a long rest.

Cantrips. You learn three cantrips: mage hand and two others of your choice from the sorcerer spell list.

Spell Slots. The Arcane Trickster Sorcerous Spellcasting table shows how many spell slots you have to cast your 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. Choose a school of magic. You know two 1st-level sorcerer spells of your choice, both of which must come from that school of magic and are listed on the sorcerer spell list.

The Spells Known column of the Arcane Trickster Sorcerous Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of your chosen school of magic and must be of a level for which you have spell slots. Once you reach 6th level and again at 12th level, you may choose an additional school of magic from which to draw spells.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a spell from your chosen school(s) of magic.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain one of the Metamagic options presented on page 102 of the PHB. You gain another one at 9th level. You can only use one Metamagic option on a spell when you cast it, even if otherwise noted on the Metamagic option.

Arcane Trickster Sorcerous Spellcasting
Rogue
Level
Additional
Sorcery
Points
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd - 3 3 2 - - -
4th - 3 4 3 - - -
5th - 3 4 3 - - -
6th 1 3 4 3 - - -
7th 1 3 5 4 2 - -
8th 1 3 6 4 2 - -
9th 1 3 6 4 2 - -
10th 1 4 7 4 3 - -
11th 2 4 8 4 3 - -
12th 2 4 8 4 3 - -
13th 2 4 9 4 3 2 -
14th 2 4 10 4 3 2 -
15th 3 4 10 4 3 2 -
16th 3 4 11 4 3 3 -
17th 3 4 11 4 3 3 -
18th 3 4 11 4 3 3 -
19th 4 4 12 4 3 3 1
20th 4 4 13 4 3 3 1

Mage Hand Legerdemain

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 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 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 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.

Wild Magic Surge

Starting at 3rd level, your spellcasting can unleash
surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20. If you roll a 1, roll on the Wild Magic Surge table on page 104 of the PHB to create a random magical effect. All effects which have a numeric value - distance, length of time, dice rolls, etc. - are halved, until you reach 8th level when they are applied normally. (Effects for which halving is impractical or impossible, such as those affecting actions or conditions, always occur normally.)

Magical Ambush

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.

Versatile Trickster

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.

Bend Luck

Starting at 17th level, you have the ability to
twist fate using your wild magic. When another
creature you can see makes an attack roll, an ability check,
or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d6 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You
can do so after the creature rolls but before any effects of
the roll occur.

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