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= Roguish Aces = | = Roguish Aces = | ||
== Ace 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 ==== | |||
''3rd Level Ace Arcane Trickster Feature''<br> | |||
'''Spellcasting Ability.''' Intelligence<br> | |||
'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br> | |||
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br> | |||
'''Spellcasting Focus.''' An Arcane Focus or a Trinket<br> | |||
'''Spell Learning Method.''' You start knowing 3 Spells from the Wizard Spell List, two of which must be from the Enchantment or Illusion Schools. You learn additional Spells from the Wizard Spell List which can only be learnt from the Enchantment or Illusion Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic. | |||
{| class="wikitable" | {| class="wikitable" | ||
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| 20th || 3 || 13 || 4 || 3 || 3 || 1 | | 20th || 3 || 13 || 4 || 3 || 3 || 1 | ||
|} | |} | ||
<br><br> | |||
==== Mage Hand Legerdemain ==== | |||
You can stow one object the hand is holding in a container worn or carried by another creature. | ''3rd Level Ace Arcane Trickster Feature''<br> | ||
You can retrieve an object in a container worn or carried by another creature. | You learn the Mage Hand Cantrip in addition to the other Cantrips you Learn. When you cast the Mage Hand Cantrip, you can make the spectral hand invisible, and you can perform the following additional tasks with it: | ||
You can use | *You can stow one object the hand is holding in a container worn or carried by another creature. | ||
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) | *You can retrieve an object in a container worn or carried by another creature. | ||
In addition, you can use | *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.<br> | |||
In addition, you can use a Bonus Action to control the hand. | |||
<br><br> | |||
==== Magical Ambush ==== | |||
''9th Level Ace Arcane Trickster Feature''<br> | |||
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. | |||
<br><br> | |||
'' | ==== Versatile Trickster ==== | ||
''13th Level Ace Arcane Trickster Feature''<br> | |||
You gain the ability to distract targets with your mage hand. As a Bonus Action, you can designate a creature within 5ft of the spectral hand created by the Mage Hand Cantrip. Doing so gives you advantage on Attack Rolls against that creature until the end of your turn. | |||
<br><br> | |||
==== Spell Thief ==== | |||
Immediately after a creature casts a | ''17th Level Ace Arcane Trickster Feature''<br> | ||
Once you use this feature, you can’t use it again until you finish a | You gain the ability to magically steal the knowledge of how to cast a Spell from another spellcaster.<br> | ||
Immediately after a creature casts a Spell of 1st Level or higher that is of a Level you can cast that targets you or includes you in its area of effect, you can use your Reaction to force that creature to make a Saving Throw using its Spellcasting Ability against your Spell Save DC. On a failed Save, you are unaffected by the Spell, additionally, for the next 8 hours, you Know the Spell, it is an Ace Arcane Trickster Spell for you, and doesn't count against your Spells Known. Also, the creature can’t cast that spell until the 8 hours have passed.<br> | |||
Once you use this feature, you can’t use it again until you finish a Long Rest. | |||
<br><br><br> | |||
== Ace Assassin == | |||
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. | You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. | ||
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You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. | You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. | ||
== Ace Daredevil == | |||
Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their skills in stealth and sleight of hand to avoid danger. However, there are some who seek this danger out, living for the adrenaline rush that comes with near death experiences. Daredevils are rogues who would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death. | Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their skills in stealth and sleight of hand to avoid danger. However, there are some who seek this danger out, living for the adrenaline rush that comes with near death experiences. Daredevils are rogues who would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death. | ||