Arcane Trickster

Prestige
Few can match the guile and craftiness of arcane tricksters. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilities. Arcane tricksters can pick locks, disarm traps, and lift purses from a safe distance using their magical legerdemain, and as often as not seek humiliation as a goal to triumph over their foes than more violent solutions. NOTE: If you pick sorcerer/warlock, it must use the arcane spell origin subclass

Entry Requirements

All groups are required (AND). Within a group, requirements combine using that group’s operator (AND/OR).

Group 1
Inside group: AND
  • Wizard level 3+
  • Sorcerer level 3+
  • Warlock level 3+
Group 3
Inside group: AND
  • Rogue level 3+

Prestige Level Progression

Prestige Level Counts-As Mode Counts As
L1 Choose Rogue Wizard Warlock Sorcerer
L2 Choose Rogue Wizard Warlock Sorcerer
L3 Choose Rogue
L4 Choose Wizard Warlock Sorcerer
L5 Choose Rogue
L6 Choose Wizard Warlock Sorcerer
L7 Choose Rogue
L8 Choose Rogue

Features

L2 — Arcane Trickster Dedication - No Rules!
Code: PAT1-1 · Mechanics: Arcane Trickster Dedication - No Rules!
Prestige Feature
Class Feature: Arcane Trickster Dedication - No Rules! (PAT1-1)

Arcane Trickster has no specific requirements

L2 — Mage Hand Legerdemain
Code: PAT1 · Mechanics: Mage Hand Legerdemain
Prestige Feature
Class Feature: Mage Hand Legerdemain (PAT1)

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.
L3 — Tricky Spells
Code: PAT2 · Mechanics: Tricky Spells
Prestige Feature
Class Feature: Tricky Spells (PAT2)

Your spells now use your Rogue DC. In addition, if you would benefit from sneak attack when targeting a creature, targeting it with a spell allows you to increase the DC by 2.

L4 — Synergistic Illusion
Code: PAT3 · Mechanics: Synergistic Illusion
Prestige Feature
Class Feature: Synergistic Illusion (PAT3)

If a creature fails a saving throw against a spell you casted that is an illusion, you can do a melee weapon sneak attack that creature even if you do not meet the condition within the turn it fail the save.


If the creature is already off-guard, then your sneak attack damage is converrted to force damage and gains +2 armor piercing

L5 — Tricking Hand
Code: PAT4 · Mechanics: Tricking Hand
Prestige Feature
Class Feature: Tricking Hand (PAT4)

You can use your mage hand to attempt to distract, trip or disarm enemies if they are within 5ft using your spellcasting modifier.


Distract

Force then to make a will save. 

CF/F: Off guard for 1 round

CS/S: N/A

Trip

Force them to make a reflex save v

CF/F: Fall prone

CS/S: N/A

Disarm

Force them to drop their weapon

CF/F: They drop their weapon

CS/S: N/A

L6 — Disappear haze
Code: PAT5 · Mechanics: Disappear haze
Prestige Feature
Class Feature: Disappear haze (PAT5)

Creatures that were targetted by your illusion spell have a -2 to attack rolls and perception check vs you.

L7 — Twisting magic
Code: PAT6 · Mechanics: Twisting magic
Prestige Feature
Class Feature: Twisting magic (PAT6)

When you have to make a contested spell check against a target you have sneaked attacked, or have failed a saving throw in the past 2 turns from you or is a illusion spell, you gain advantage. 

L8 — Steal Spells
Code: PAT7 · Mechanics: Steal Spells
Prestige Feature
Class Feature: Steal Spells (PAT7)
You can cast a spell you have seen being casted in the past 3 turns using an available spell slot as long as its from a core origin and is 3rd level or below.