7.2 KiB
| source |
|---|
| Players Guide 2 |
You add magic to your bag of tricks to confound your foes or relieve others of their possessions. Your spellcasting allows you to perform more dangerous stunts from a distance.
| Con Arcanist Progression | |
|---|---|
| Rogue Level | Features |
| 3rd | Arcane Spellcasting, Expanded Talent List, Ranged Legerdemain |
| 7th | Subtle Spellcasting |
| 11th | Distracting Hand |
| 15th | Invisible Thief |
| Con Arcanist Spellcasting | ||||||
|---|---|---|---|---|---|---|
| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
| 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 | 1 |
| 20th | 4 | 13 | 4 | 3 | 3 | 1 |
Arcane Spellcasting
3rd-Level Con Arcanist Feature
You further enhance your wide range of skills with the ability to cast Arcane spells. See Spell Rules in the Player’s Guide for the general rules of spellcasting and the Arcane spell list.
Cantrips
At 3rd level, you learn mage hand and can choose two other cantrips to learn from the Arcane spell list. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Con Arcanist Progression table.
Casting Spells
You know a small number of spells and can cast any of them by using an Arcane spell slot of the spell’s circle or higher. You don’t need to prepare spells ahead of time.
The Con Arcanist Progression table shows how many spells you know and how many spell slots you have at a given level. For example, at 7th level, you know four 1st circle slots and two 2nd-circle slots. If you know the 1st circle spell sleep and have a 1st-circle and a 2nd-circle spell slot available, you can cast sleep using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.
You regain all used spell slots when you finish a long rest.
Spells Known of 1st-Circle and Higher
At 3rd level, choose three 1st-circle spells from the Arcane spell list that you know, two of which must be from either the enchantment or illusion schools.
The Spells Known column of the Con Arcanist Progression table shows when you learn additional Arcane spells. Each spell you choose must be an enchantment or illusion spell and from a circle for which you have Arcane spell slots. The spells you learn at 8th level and beyond can come from any school of magic.
In addition, when you gain a level of rogue, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane slots, and it must be an enchantment or illusion spell—unless you’re replacing the third spell you gained at 3rd level or any of the spells you chose at 8th level and beyond.
Spellcasting Ability
Intelligence (INT) is your spellcasting ability. Your INT modifier determines the save DC or the attack modifier for certain spells you can cast:
Spell save DC = 8 + your proficiency bonus (PB) + your INT modifier
Spell attack modifier = your proficiency bonus (PB) + your INT modifier
Expanded Talent List
3rd-Level Con Arcanist Feature
When you gain a new talent, you can select it from the magic or technical talents list.
Ranged Legerdemain
3rd-Level Con Arcanist Feature
When you cast the mage hand cantrip, you can make the floating hand invisible, and you can control it using the bonus action granted by your Cunning Action feature (see Player’s Guide).
When you control the hand, you can choose to have it stow or retrieve an item from a container worn or carried by another creature. When you do so, make a DEX (Sleight of Hand) check contested by the target’s WIS (Perception) check. If you win the contest, the creature doesn’t notice the hand, its activity, or your control of the hand.
In addition, you can use the hand to make DEX (Thieves’ Tools) checks at a distance, but the hand must still have the tools at its disposal to do so.
Subtle Spellcasting
7th-Level Con Arcanist Feature
You can choose to cast a spell without any somatic or verbal components. If you do so while targeting a creature for which you meet the conditions to use your Sneak Attack feature (see Player’s Guide), the target has disadvantage on its save.
You can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.
Distracting Hand
11th-Level Con Arcanist Feature
As a bonus action, you can choose a target within 5 feet of the floating hand created by the mage hand cantrip. You have advantage on attack rolls against that target until the start of your next turn.
Invisible Thief
15th-Level Con Arcanist Feature
As an action, you can make yourself invisible and create an illusory double of yourself in your space. This effect works like the mislead spell, except only the invisibility aspect requires concentration. The illusory double remains for 1 hour or until you dismiss it (no action required). You can use the bonus action granted by your Cunning Action feature (see Player’s Guide) to move and control your illusory double.
Once you use this feature, you can’t use it again until you finish a long rest.