This subclass has received significant changes
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Arcane Trickster spell list.
Cantrips
You learn three cantrips: mage hand and two other cantrips of your choice from the Arcane Trickster spell list. You learn another Arcane Trickster cantrip of your choice at 10th level.
Spell Slots
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your Arcane Trickster 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.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st Level or Higher
You can prepare three 1st-level Arcane Trickster spells of your choice.
The Spells Prepared column of the Arcane Trickster Spellcasting table shows how many spells of 1st level or higher you can prepare at once.
You can also change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Dexterity is your spellcasting ability for your Arcane Trickster spells, since you cast your spells using quick and complicated hand movements. You use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for an Arcane Trickster spell you cast and when making an attack roll with one.
| Spell slots by level |
lvl - Prepped Spells - 1st lvl - 2nd lvl - 3rd lvl - 4th lvl
3rd 3 2 - - -
4th 4 3 - - -
5th 4 3 - - -
6th 4 3 - - -
7th 5 4 2 - -
8th 6 4 2 - -
9th 6 4 2 - -
10th 7 4 3 - -
11st 8 4 3 - -
12nd 8 4 3 - -
13rd 9 4 3 2 -
14th 10 4 3 2 -
15th 10 4 3 2 -
16th 11 4 3 3 -
17th 11 4 3 3 -
18th 11 4 3 3 -
19th 12 4 3 3 1
20th 13 4 3 3 1
Cantrips
Friends
Guidance
Gust
Light
Mage Hand
Magic Stone
Mending
Message
Minor Illusion
Prestidigitation
Secret Chest
Thaumaturgy
1st Level
Alarm
Cause Fear
Charm Person
Color Spray
Darkvision
Detect Magic
Disguise Self
Enhance Ability
Ensnaring Strike
Feather Fall
Floating Disc
Fog Cloud
Grease
Identify
Illusory Script
Jump
Longstrider
Silent Image
Sleep
Zephyr Strike
2nd Level
Alter Self
Animal Messenger
Arcane Eye
Arcane Lock
Arcanist's Magic Aura
Augury
Borrowed Knowledge
Calm Emotions
Cloud of Daggers
Darkness
Detect Thoughts
Earthbind
Enlarge/Reduce
Find Traps
Invisibility
Knock
Levitate
Locate Object
Magic Weapon
Mirror Image
Misty Step
Nathair’s Mischief
Pass Without Trace
Phantasmal Force
Rope Trick
See Invisibility
Shadow Blade
Silence
Skywrite
Spider Climb
Vortex Warp
3rd Level
Blink
Clairvoyance
Dispel Magic
Enemies Abound
Fear
Fly
Gaseous Form
Haste
Major Image
Meld into Stone
Phantom Steed
Polymorph
Sending
Sleet Storm
Slow
Stinking Cloud
Tiny Servants
Tongues
Water Walk
4th Level
Charm Monster
Confusion
Dimension Door
Divination
Freedom of Movement
Galder’s Speedy Courier
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Phantasmal Killer
Raulothim's Psychic Lance
Resilient Sphere
Shadow of Moil
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.
Starting at 3rd level, you can use your Cunning Action to cast any of your Arcane Trickster spells.
Starting at 6th level you can replace a number of your prepared spells with new spells from the Arcane Trickster spell list equal to your proficiency bonus when you complete a short rest.
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 against 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 Arcane Trickster 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.