Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting

At 3rd level, you have learned to cast spells.

Cantrips. You know three cantrips, Mage Hand, and two other cantrips of your choice from the arcane spell list. Whenever you gain a rogue level, you can replace one of the cantrips, except mage hand, with another cantrip of your choice from the arcane spell list. At 10th level, you learn another cantrip from the arcane spell list.

Spell Slots. The rogue table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of of the spells level or higher. You regain all expended spell slots on a long rest.

Spells Known. You know a number of spells shown on the rogue table above. To start, you choose 3 1st level spells from the arcane spell list, two of which must be from the Enchantment and Illusion schools of magic. Whenever the number of spells known increases, you can learn an additional spell from the arcane spell list. The spell can be of any school of magic, and must be a level for which you have spell slots for. Whenever you level up in this class, you may swap one of your known spells for another spell from the arcane spell list.

Spellcasting Ability. Intelligence is your spellcasting ability modifier for your arcane trickster spells.

Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your arcane trickster spells.

Mage Hand Legerdemain

At 3rd level, you can cast mage hand as a bonus action on your turn. You can also make the spectral hand invisible when you cast it. You can control the hand as a bonus action on your turns, and can make thieves tools and sleight of hand checks with the hand.

Magical Ambush

At 9th, if you are hidden from a target when you cast a spell on them, they have disadvantage on any saving throw from your spells.

Versatile Trickster

At 13th level, when you use the trip or disarm options from cunning strike, you can also target a second creature if your mage hand is within 5 feet of the second creature.

Spell Thief

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. The DC equals 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 an arcane 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 have used this ability, you cannot do so again until you take a long rest.