Arcane Trickster 5e Spell-casting table dnd 2021

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Arcane Trickster 5e
Arcane Trickster 5e

Arcane Trickster 5e Spell

What is an arcane trickster 5e?

5e Arcane Trickster is a Rogue who gains access to spells from the Wizard spell list. They’re considered a half-caster. Just getting spell slots up to level 4 and have a maximum of 11 spell slots at 20th Level. On top of the ability to cast spells, Arcane Tricksters gain roguish skills to utilize with their spells.

5e Arcane Trickster has an insane quantity of utility. The awesome proficiencies and expertise offered by the Rogue class in addition to their spells make them able to be of use in any circumstance.

Additionally, like Eldritch Knights, Arcane Tricksters unite a linear, martial class with the options provided by spellcasters. That can cause more varied gameplay and more unique combat scenarios.

Weaknesses

Rogues are an extremely strong base class, to begin with. Their capacity to be great at each ability, deal massive damage, and avoid damage makes them a force to be reckoned with at a base level, so there aren’t a ton of downsides to the Arcane Tricksters.

But, when compared to other Roguish Archetypes, Arcane Tricksters will lag in terms of raw damage output. Additionally, the nature of the spell casting is quite restrictive, so there are better choices for a sneaky caster, such as Bards and Druids.

dnd spell dnd spell

Arcane Trickster 5e dnd Spells

The arcane tricksters are limited to the Wizard’s enchantment and illusion spell lists, except at 3rd, 8th, 14th, and 20th level.

Arcane Trickster 5e max out at 4th level spells once the character reaches 19th Level. Even still, there are some great options here that can make this build loads of fun to play. As a general rule of thumb, Arcane Tricksters benefit the most by spells that help in combat by ways other than dealing direct damage.

These rogues include pickpockets and thieves, but also pranksters, mischief-makers, and a substantial number of adventurers.

Source: Player’s Handbook

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Spellcasting

When you reach 3rd degree, you fortify your martial prowess with the ability to cast spells.

CANTRIPS

You learn another wizard cantrip of your choice at 10th Level.

SPELL SLOTS

The Arcane Trickster Spellcasting table shows how many spell slots you need to cast your spells of 1st degree and higher. To throw one of these spells, you have to expend a slot of the spell’s level or higher. You recover all expended spell slots once 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 AND HIGHER

You know three 1st-level magician spells of your choice, two of which you must pick from the enchantment and illusion spells on the wizard spell list.


The Spells Known column of the 5e Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st degree or greater. Each of these spells has to be an enchantment or illusion spell of your choice and must be of a degree for which you have spell slots. As an example, when you reach 7th Level in this class, you can learn a new spell of 1st or 2nd Level.

Spell Slots per Spell Level

Arcane Trickster 5e Cantrips Known Spells  4th 3rd 2nd 1st
Rogue Level 3rd Mage Hand + 2 3 0 0 0 2
Rogue Level 4th Mage Hand + 2 4 0 0 0 3
Rogue Level 5th Mage Hand + 2 4 0 0 0 3
Rogue Level 6th Mage Hand + 2 4 0 0 0 3
Rogue Level 7th Mage Hand + 2 5 0 0 2 4
Rogue Level 8th Mage Hand + 2 6 0 0 2 4
Rogue Level 9th Mage Hand + 2 6 0 0 2 4
Rogue Level 10th Mage Hand + 3 7 0 0 3 4
Rogue Level 11th Mage Hand + 3 8 0 0 3 4
Rogue Level 12th Mage Hand + 3 8 0 0 3 4
Rogue Level 13th Mage Hand + 3 9 0 2 3 4
Rogue Level 14th Mage Hand + 3 10 0 2 3 4
Rogue Level 15th Mage Hand + 3 10 0 2 3 4
Rogue Level 16th Mage Hand + 3 11 0 3 3 4
Rogue Level 17th Mage Hand + 3 11 0 3 3 4
Rogue Level 18th Mage Hand + 3 11 0 3 3 4
Rogue Level 19th Mage Hand + 3 12 1 3 3 4
Rogue Level 20th Mage Hand + 3 13 1 3 3 4

 

Arcane Trickster 5e Spellcasting table explained

The spells you learn at the 8th, 14th, and 20th Levels can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the 5e wizards spells you know with another spell of your choice from the wizard spell list. The new spell must be of a degree for which you have spell slots. It has to be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th degree from any school of magic.

Intelligence is the spellcasting ability of your wizard spells since you learn your spells through dedicated research and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Moreover, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Starting at 3rd Level, when you cast Mage Hand, you can make the spectral hand invisible, and you can do the following additional tasks with it:

You can stow one thing that the hand is holding in a container worn or carried by another creature. Else, you can retrieve an item in a container worn or carried by another monster. You can use thieves’ tools to pick locks and disarm traps at the range. Or you can perform these tasks without being detected by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

Furthermore, you may use the bonus action granted by your Cunning Action to control the hand.

Higher levels

Beginning at 9th Level, if you are hidden from a creature once you cast a spell on it, the creature has a drawback on any saving throw it makes against the spell this turn.

At 13th Level, you get the ability to divert targets with your Mage Hand. As a bonus activity on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing this gives you an edge on attack rolls against that creature until the end of the turn.

At 17th Level, you get the ability to steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a monster casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the animal to make a saving throw with its spellcasting ability modifier. 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 does not have to be a wizard spell). For the next 8 hours, you know the charm and can cast it using your spell slots. The creature can’t cast that spell until 8 hours have passed.

Once you use this feature, you can’t use it until you complete a long rest.

Is Arcane Trickster 5e worthwhile?

It depends on what you are trying to do. If you’re going to take just a single wizard level, then you would do better to take Ritual Caster Wizard Feat or Magic initiate and go full Arcane Trickster 5e. If you want some additional versatility, a 1-degree dip in Wizard can work well for your build. As always, we think it would be the most beneficial to only discuss our favorite spells at each level, and which ones to avoid.

Cantrips

Acid Splash 5e: This one is bad; however, the Arcane Trickster 5e doesn’t want to take any of these.

Booming Blade 5e: This cantrip is truly nice because Rogues can Disengage as a bonus action. You may attack and run away, forcing your foe to take damage if they would like to pursue you.

Message 5e: Rogues do often sneak ahead so that they won’t have the ability to communicate to the celebration, especially if your playgroup is disciplined about avoiding metagaming.

Minor Illusion 5e: lets you get creative with your sneaky nonsense. You can hide behind the Illusion if you’re small enough.

Green Flame Blade: 5e: Hitting two enemies at once is great, but as far as blades move Booming Blade is the better option.

Mage Hand 5e: You automatically get this cantrip, but luckily it is great in most situations the Arcane Trickster can find itself.

Prestidigitation 5e: There’s just so much usefulness here for anything your character is trying to pull away.

True Strike 5e: You’ll receive free advantage on your next attack, but it does cost you an action. That makes it generally not worth it.

1st Level Spells

Charm Person 5e: Another tool for the Rogue’s arsenal of deceptive tactics.

Find Familiar: If you go for an owl familiar, this spell may be the most broken one available to Arcane Tricksters. Command the owl to fly down, provide a Help action (by distracting your enemy, for example), and then fly off without provoking an attack of opportunity with its Flyby ability. Help activities give you an advantage on the next attack, so you guessed it.

Hideous Laughter 5e: A wonderful way of incapacitating an enemy that’s causing you problems.

Mage Armor 5e: You already won’t be able to cast many spells with this Rogue build, and Mage Armor is not where you want to be. The AC bonus is negligible.

Shield 5e: The AC also won’t be of much help here, and your reaction is better used for Uncanny Dodge.

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Silent Image 5e: A excellent spell that allows you to make something in your environment to hide behind or in, enabling Sneak Attacks. It does require attention, but if your concentration is broken, you are not hiding anyway.

Sleep 5e: Sleep is good at low levels, but struggles to climb with enemy HP. Once you get to above level 5, doing non-lethal melee damage is a far more reliable method to knock enemies out.

Blur 5e: Rogues are somewhat squishy. Take this spell if you find yourself getting hurt a lot.

2nd Level Spells

Darkvision 5e: If your race does not include Darkvision and your allies can’t give it to you in some way, you should take this spell. Fighting in the shadows enables your Sneak Attacks, but how are you going to do this if you can not see?

Hold Person 5e: Requires an enemy from the fray, but if you picked up Hideous Laughter, this would become redundant.

Invisibility 5e: Do we even have to tell you why a Rogue might want to be invisible?

Misty Step 5e: Each class that can get its hands on Misty Step should strongly consider picking this up. Use it for lining up your Sneak Attacks on the battlefield or to escape a sticky situation.

Mirror Image 5e: Makes you harder to hit.

Arcane Trickster Table
Arcane Trickster Table

1st Level:

  1. Race: High Elf
  2. Background: Charlatan
  3. Ability Scores: STR 8, DEX 15, CON 12, INT 15, WIS 10, CHA 10
  4. Skill Proficiencies: Perception, Stealth, Persuasion, Investigation
  5. Equipment: Shortsword, short bow, burglar’s pack, leather armor, two daggers, and thieves’ tools
  6. Expertise: Stealth, Perception
  7. Sneak Attack
  8. Thieves’ Cant

2nd Level:

  1. Cunning Action

3rd Level:

  1. Rogueish Archetype: Arcane Trickster
  2. Cantrips: Booming Blade, Green Flame Blade, Minor Illusion, Prestidigitation
  3. Add Spells: Find Familiar, Hideous Laughter, Sleep

4th Level:

  1. ASI: +2 DEX (DEX 17)
  2. Add Spells: Silent Image

5th Level:

  1. Uncanny Dodge

6th Level:

  1. Nothing 

7th Level:

  1. Evasion
  2. Add Spells: Invisibility, Blur
  3. Drop Spells: Sleep

8th Level:

  1. Add Spells: Misty Step
  2. ASI: +2 DEX  (DEX 19)

9th Level:

  1. Magical Ambush

10th Level:

  1. ASI: +1 INT, +1 DEX (DEX 20, INT 16)
  2. Add Spells: Hold Person
  3. Add Cantrip: Chill Touch

11th Level:

  1. Reliable Talent
  2. Add Spells: Suggestion

12th Level:

  1. ASI: +2 INT (INT 18)

13th Level:

  1. Versatile Trickster
  2. Add Spells: Hypnotic Pattern

14th Level:

  1. Blind sense
  2. Add Spells: Fly

15th Level:

  1. Slippery Mind

16th Level:

  1. Add Spells: Fear
  2. ASI: +2 INT (INT 20)

17th Level:

  1. Spell Thief

18th Level:

  1. Elusive

19th Level:

  1. Add Spells: Greater Invisibility

20th Level:

  1. ASI: +2 CON (CON 14)
  2. Add Spells: Evard’s Black Tentacles
  3. Stroke of Luck

 

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(Arcane Trickster 5e)

ROLES

These are the things each character can do well. As an Arcane Trickster 5e, this is what you want to be:

Striker: This is the man that deals high amounts of damage to a single target at a time. No matter what you do, this has to be covered. As a rogue, you have the foundations for that (Sneak Attack and Cunning Action) covered. The main tools the AT brings to the table in this aspect are Booming Blade and Versatile Trickster, but some other spells can be of help. Multiclassing and feats are good here.

Skillmonkey: With 4 class skills, Expertise, dependable Talent, and spells, others will expect you to resolve exploration and interaction issues for them. This job has many subdivisions, but so long as you excel in at least one of them you are ready to go.

Note that the value of all those roles is campaign-dependant; at a classical dungeon crawl, there is not much value in being a face, for example.

Brain

  • Skills you need: Nature, Religion
  • Start to raises Intelligence.

Face

  • Skills you need Deception/Persuasion, Insight.
  • Skills you need Persuasion/Deception, Intimidation.

Statto raise: Charisma

Scout/Thief

Skills you need: Sleight of Hand

Statto raise: Wisdom

5e Arcane Trickster spell 5e Arcane Trickster spell

Trapsmith

Skills you need Perception, Investigation, Thieves’ Tools.

Skills you want: Arcana

Start to increase: Intelligence

Wildman

Skills you need: Survival, Perception

Skills you want: Nature, Herbalism Kit

Start to raise: Wisdom

Whatever happens, both of these roles must be dealt with by you, or there is a high chance you will be a liability to the party.

Other optional roles for you are:

• Controller: This is the guy that debuffs, locks, and annoys the enemy general. You can kind of do this before level 9, and you then can be quite good at it. With spells such as Hold Person, Suggestion, and Hypnotic Pattern, you can wreck an encounter under the right conditions.

• Tank: this is the guy that diverts the enemy’s attention to keep other party members safe. Based on your party, you might be shoehorned into this function. You’ll need a high Constitution (greater than 14) and good AC. Still, with Cunning Action, Uncanny Dodge and Evasion in your pocket, you ought to do well despite lacking a greater Hit Dice.

STATS

• Power: This is whatever or garbage for Arcane Tricksters. The exceptions are STR-based rogues that wish to concentrate on grappling/shoving, in which case they may want this greater than DEX. I wouldn’t advise that unless you know what you’re planning to do, but more on that later.

That governs initiative (going first never hurts if you can Ready an action), DEX saves (where you shine), attack rolls (you do not want to overlook that backstab), damage rolls, and important skills/ tools. Make sure that you start with 15 here (16 would be right, but sometimes you need a race that doesn’t offer a DEX bonus).

• Constitution: Important in everyone’s life, and you are not any different. Aim to start with 14, or at the very least 12. At higher levels, your concentration spells will also rely on it.

• Intelligence: This tells you how good your knowledge abilities and spells are, both in terms of integrity (for illusions), difficulty (for enchantment), and something else for others. Note it is possible to play a low-Intelligence AT, but that diminishes both your rewarding spells as well as the value of Magical Ambush significantly.

• Wisdom: Not vital, but with important skills like Perception and Insight and an important save tied to it. You don’t want it for the red. 10 to 12 should be fine.

• Charisma: Ask yourself two questions: 1) Do I want to be the face of the party? If yes for both, aim for 14; if yes for the first; a 12 and Expertise get you there; differently, dump it.

RACES

• Aarakocra (EE): Well, +2DEX and at-will flight sell this easily… but it’s DM dependent.

• Aasimar (DMG): CHA and WIS? Meh. The rest is not enough to warrant choosing it.

  • Aasimar (Volo’s): +2CHA blows, but the rest (dark vision, two resistances, some minor recovery per long rest, and a cantrip) is ok. Only look at these if you have some use for CHA.

 Protector: Wisdom is not cool, but extra damage equal to your Level and flight are adequate.

Scourge: Pretty much the same as above, but with CON without a flight.

Fallen: STR and a fear effect.

Dragonborn: Nope. “But what if…” Nope.

Dwarves: +2 CON, darkvision, and toxin resistance is good, but not much else is.

Others

• Mountain: This is most likely the best race for an STR Rogue since it gives you medium armor without having to spend a feat on it. Otherwise, pass.

• Duergar: Unless you are in an Underdark campaign, sun sensitivity will mess you. A shame, because the spell-like abilities are nice.

Elves: A DEX race with charm resistance, dark vision, and a bonus ability. Up to now, awesome.

Arcane Trickster 5e Arcane Trickster 5e

• High Elf: Your key stats are coated with +1 to INT, and a bonus cantrip is hard to turn down. Solid. Also longbows.

• Wood Elf: +1 WIS, which is not great, but hiding within natural phenomena and moving faster is great.

• Drow: +1 CHA and sunlight sensitivity… damn. The bonus spells are nice, though.

• Eladrin (DMG): Pretty similar to the High Elf, except for Misty Step 1/day, which is timelessly nice and provides another option of 2nd-level spell at level 8.

• Firbolg (Volo’s): +2WIS and +1STR, meh. Cool. Short rest invisibility? Decent. A fantastic race except for the starting stats.

Genasi (EE): +2 to CON? Good start. Let us look at the rest:

• Air: +1 DEX and Levitate this a perfect fit for archers, who usually want to avoid melee.

Earth

• Earth: +1 to STR and avoiding difficult rocky terrain… sad. But Pass Without Trace is an enormous spell for a Rogue, so I can not color this red.

• Fire: +1 to INT, immunity to the ubiquitous fire, dark vision, and some bonus evocation based on CON (which is not bad for you). Very nice overall.

• Water: WIS and immunity to acid. I had rather not.

Gnomes: +2INT, dark vision, and benefit on three magical saves?

• Forest: More DEX is great. Talking to animals can be great or useless. But not a bad option.

• Rock: More CON is good for all builds. Take History, of course.

• Deep: +CON, a stealth bonus in rugged terrain, and enhanced dark vision. Could go either way.

WEAPON STYLES (Arcane Trickster 5e)

Based upon your party and objective within the field of battle, you will pick one weapon over another. These are the ups and downs of every style. These aren’t either/or; if you are in melee and can not handle it, for example, moving to the range is a fantastic idea.

MELEE (Arcane Trickster 5e)

• Rapier — d8 finesse, the conventional single-weapon setup. Can’t go wrong with it. Even if you’re STR-based, you still should use a finesse weapon to deliver Sneak Attack, and this is it.

Notice that Booming Blade won’t work with two weapons, though. You’ll only need to dual-wield once you’re confronting high AC enemies and you’ll need some assurance in case your first attack misses. As a guideline, if you know there is less than 40% chance of hitting your opponent, you’re likely better off with no Booming Blade and using two strikes instead.

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• Shortsword + Dagger — Same as above, except you’ve got a thrown weapon if needed.

• Whip — If you have the proficiency, it’s d4 damage, but with reach. That produces a Booming Blade setup much more valuable against no-reach enemies s. Still, you will need Spell Sniper to utilize the cantrip beyond 5 feet.

RANGE (Arcane Trickster 5e)

• Shortbow — the typical range weapon, but worse harm than a light crossbow.

• Longbow — For elves and people who multi-classed Fighter/Ranger; d8 harm and the best weapon range from the game.

• Light crossbow — A bit more damage than the short bow. If you’re taking Crossbow Expert, this is the standard choice for its good variety.

• Hand crossbow — The only reason to use this over a light one is if you do not need to drop your melee weapon while still firing from it. Notice that you still require a free hand to reload it.

• Heavy crossbow — If you’re not small and you obtained proficiency with martial weapons, this is as good as crossbows get damage and range-wise. 

Other Spell casting reference table ( Not Arcane Trickster 5e )

Level Name Edition School Ritual Book Page
0 Acid Splash 5e Conjuration No PHB 211
0 Blade Ward 5e Abjuration No PHB 218
0 Chill Touch 5e Necromancy No PHB 221
0 Control Flames 5e Transmutation No XGtE 152
0 Create Bonfire 5e Conjuration No XGtE 152
0 Dancing Lights 5e Evocation No PHB 230
0 Druidcraft 5e Transmutation No PHB 236
0 Eldritch Blast 5e Evocation No PHB 236
0 Friends 5e Enchantment No PHB 244
0 Fire Bolt 5e Evocation No PHB 242
0 Frostbite 5e Evocation No XGtE 156
0 Guidance 5e Divination No PHB 248
0 Gust 5e Transmutation No XGtE 157
0 Infestation 5e Conjuration No XGtE 158
0 Light 5e Evocation No PHB 255
0 Mage Hand 5e Conjuration No PHB 256
0 Magic Stone 5e Transmutation No XGtE 160
0 Mending 5e Transmutation No PHB 259
0 Message 5e Transmutation No PHB 259
0 Minor Illusion 5e Illusion No PHB 260
0 Mold Earth 5e Transmutation No XGtE 162
0 Poison Spray 5e Conjuration No PHB 266
0 Prestidigitation 5e Transmutation No PHB 267
0 Produce Flame 5e Conjuration No PHB 268
0 Ray of Frost 5e Evocation No PHB 271
0 Resistance 5e Abjuration No PHB 272
0 Sacred Flame 5e Evocation No PHB 272
0 Shape Water 5e Transmutation No XGtE 164
0 Shillelagh 5e Transmutation No PHB 275
0 Shocking Grasp 5e Evocation No PHB 275
0 Spare the Dying 5e Necromancy No PHB 277
0 Thaumaturgy 5e Transmutation No PHB 282
0 Thorn Whip 5e Transmutation No PHB 282
0 Thunderclap 5e Evocation No XGtE 168
0 Toll the Dead 5e Necromancy No XGtE 169
0 True Strike 5e Divination No PHB 284
0 Vicious Mockery 5e Enchantment No PHB 285
0 Word of Radiance 5e Evocation No XGtE 171
0 Booming Blade 5e Evocation No SCAG 142
0 Green-Flame Blade 5e Evocation No SCAG 143
0 Lightning Lure 5e Evocation No SCAG 143
0 Sword Burst 5e Conjuration No SCAG 143
1 Absorb Elements 5e Abjuration No XGtE 150
1 Alarm 5e Abjuration Yes PHB 211
1 Animal Friendship 5e Enchantment No PHB 212
1 Armor of Agathys 5e Abjuration No PHB 215
1 Arms of Hadar 5e Conjuration No PHB 215
1 Bane 5e Enchantment No PHB 216
1 Banishing Smite 5e Abjuration No PHB 216
1 Beast Bond 5e Divination No XGtE 150
1 Bless 5e Enchantment No PHB 219
1 Burning Hands 5e Evocation No PHB 220
1 Catapult 5e Transmutation No XGtE 150
1 Cause Fear 5e Necromancy No XGtE 151
1 Ceremony 5e Abjuration Yes XGtE 151
1 Chaos Bolt 5e Evocation No XGtE 151
1 Charm Person 5e Enchantment No PHB 221
1 Chromatic Orb 5e Evocation No PHB 221
1 Color Spray 5e Illusion No PHB 222
1 Command 5e Enchantment No PHB 223
1 Compelled Duel 5e Enchantment No PHB 224
1 Comprehend Languages 5e Divination Yes PHB 224
1 Create or Destroy Water 5e Transmutation No PHB 229
1 Cure Wounds 5e Evocation No PHB 230
1 Detect Evil and Good 5e Divination No PHB 231
1 Detect Magic 5e Divination Yes PHB 231
1 Detect Poison and Disease 5e Divination Yes PHB 231
1 Disguise Self 5e Illusion No PHB 233
1 Dissonant Whispers 5e Enchantment No PHB 234
1 Divine Favor 5e Evocation No PHB 234
1 Earth Tremor 5e Evocation No XGtE 154
1 Ensnaring Strike 5e Conjuration No PHB 237
1 Entangle 5e Conjuration No PHB 238
1 Expeditious Retreat 5e Transmutation No PHB 238
1 Faerie Fire 5e Evocation No PHB 239
1 False Life 5e Necromancy No PHB 239
1 Feather Fall 5e Transmutation No PHB 239
1 Find Familiar 5e Conjuration Yes PHB 240
1 Fog Cloud 5e Conjuration No PHB 243
1 Goodberry 5e Conjuration No PHB 246
1 Grease 5e Conjuration No PHB 246
1 Guiding Bolt 5e Evocation No PHB 248
1 Hail of Thorns 5e Conjuration No PHB 249
1 Healing Word 5e Evocation No PHB 250
1 Hellish Rebuke 5e Evocation No PHB 250
1 Heroism 5e Enchantment No PHB 250
1 Hex 5e Enchantment No PHB 251
1 Hunter’s Mark 5e Divination No PHB 251
1 Ice Knife 5e Conjuration No XGtE 157
1 Identify 5e Divination Yes PHB 252
1 Illusory Script 5e Illusion Yes PHB 252
1 Inflict Wounds 5e Necromancy No PHB 253
1 Jump 5e Transmutation No PHB 254
1 Longstrider 5e Transmutation No PHB 256
1 Mage Armor 5e Abjuration No PHB 256
1 Magic Missile 5e Evocation No PHB 257
1 Protection from Evil and Good 5e Abjuration No PHB 270
1 Purify Food and Drink 5e Abjuration Yes PHB 270
1 Ray of Sickness 5e Necromancy No PHB 271
1 Sanctuary 5e Abjuration No PHB 272
1 Searing Smite 5e Evocation No PHB 274
1 Shield 5e Abjuration No PHB 275
1 Shield of Faith 5e Abjuration No PHB 275
1 Silent Image 5e Illusion No PHB 276
1 Sleep 5e Enchantment No PHB 276
1 Snare 5e Abjuration No XGtE 165
1 Speak with Animals 5e Divination Yes PHB 277
1 Tasha’s Hideous Laughter 5e Enchantment No PHB 280
1 Tenser’s Floating Disk 5e Conjuration Yes PHB 282
1 Thunderous Smite 5e Evocation No PHB 282
1 Thunderwave 5e Evocation No PHB 282
1 Unseen Servant 5e Conjuration Yes PHB 284
1 Witch Bolt 5e Evocation No PHB 289
1 Wrathful Smite 5e Evocation No PHB 289
1 Zephyr Strike 5e Transmutation No XGtE 171
2 Aganazzar’s Scorcher 5e Evocation No XGtE 150
2 Aid 5e Abjuration No PHB 211
2 Alter Self 5e Transmutation No PHB 211
2 Animal Messenger 5e Enchantment Yes PHB 212
2 Arcane Lock 5e Abjuration No PHB 215
2 Augury 5e Divination Yes PHB 215
2 Barkskin 5e Transmutation No PHB 217
2 Beast Sense 5e Divination Yes PHB 217
2 Blindness/Deafness 5e Necromancy No PHB 219
2 Blur 5e Illusion No PHB 219
2 Branding Smite 5e Evocation No PHB 219
2 Calm Emotions 5e Enchantment No PHB 221
2 Cloud of Daggers 5e Conjuration No PHB 222
2 Continual Flame 5e Evocation No PHB 227
2 Cordon of Arrows 5e Transmutation No PHB 228
2 Crown of Madness 5e Enchantment No PHB 229
2 Darkness 5e Evocation No PHB 230
2 Darkvision 5e Transmutation No PHB 230
2 Detect Thoughts 5e Divination No PHB 231
2 Dragon’s Breath 5e Transmutation No XGtE 154
2 Dust Devil 5e Conjuration No XGtE 154
2 Earthbind 5e Transmutation No XGtE 154
2 Enhance Ability 5e Transmutation No PHB 237
2 Enlarge/Reduce 5e Transmutation No PHB 237
2 Enthrall 5e Enchantment No PHB 238
2 Find Steed 5e Conjuration No PHB 240
2 Find Traps 5e Divination No PHB 241
2 Flame Blade 5e Evocation No PHB 242
2 Flaming Sphere 5e Conjuration No PHB 242
2 Gentle Repose 5e Necromancy Yes PHB 245
2 Gust of Wind 5e Evocation No PHB 248
2 Healing Spirit 5e Conjuration No XGtE 157
2 Heat Metal 5e Transmutation No PHB 250
2 Hold Person 5e Enchantment No PHB 251
2 Invisibility 5e Illusion No PHB 254
2 Knock 5e Transmutation No PHB 254
2 Lesser Restoration 5e Abjuration No PHB 255
2 Levitate 5e Transmutation No PHB 255
2 Locate Animals or Plants 5e Divination Yes PHB 256
2 Locate Object 5e Divination No PHB 256
2 Magic Mouth 5e Illusion Yes PHB 257
2 Magic Weapon 5e Transmutation No PHB 257
2 Maximilian’s Earthen Grasp 5e Transmutation No XGtE 161
2 Melf’s Acid Arrow 5e Evocation No PHB 259
2 Mind Spike 5e Divination No XGtE 162
2 Mirror Image 5e Illusion No PHB 260
2 Misty Step 5e Conjuration No PHB 260
2 Moonbeam 5e Evocation No PHB 261
2 Nystul’s Magic Aura 5e Illusion No PHB 263
2 Pass Without Trace 5e Abjuration No PHB 264
2 Phantasmal Force 5e Illusion No PHB 264
2 Prayer of Healing 5e Evocation No PHB 267
2 Protection from Poison 5e Abjuration No PHB 270
2 Pyrotechnics 5e Transmutation No XGtE 163
2 Ray of Enfeeblement 5e Necromancy No PHB 271
2 Rope Trick 5e Transmutation No PHB 272
2 Scorching Ray 5e Evocation No PHB 273
2 See Invisibility 5e Divination No PHB 274
2 Shadow Blade 5e Illusion No XGtE 164
2 Shatter 5e Evocation No PHB 275
2 Silence 5e Illusion Yes PHB 275
2 Skywrite 5e Transmutation Yes XGtE 165
2 Snilloc’s Snowball Swarm 5e Evocation No XGtE 165
2 Spider Climb 5e Transmutation No PHB 277
2 Spike Growth 5e Transmutation No PHB 277
2 Spiritual Weapon 5e Evocation No PHB 278
2 Suggestion 5e Enchantment No PHB 279
2 Warding Bond 5e Abjuration No PHB 287
2 Warding Wind 5e Evocation No XGtE 170
2 Web 5e Conjuration No PHB 287
2 Zone of Truth 5e Enchantment No PHB 289
3 Animate Dead 5e Necromancy No PHB 212
3 Auta of Vitality 5e Abjuration No PHB 216
3 Beacon of Hope 5e Abjuration No PHB 217
3 Bestow Curse 5e Necromancy No PHB 218
3 Blinding Smite 5e Evocation No PHB 219
3 Blink 5e Transmutation No PHB 219
3 Call Lightning 5e Conjuration No PHB 220
3 Catnap 5e Enchantment No XGtE 151
3 Clairvoyance 5e Divination No PHB 222
3 Conjure Animals 5e Conjuration No PHB 225
3 Conjure Barrage 5e Conjuration No PHB 225
3 Counterspell 5e Abjuration No PHB 228
3 Create Food and Water 5e Conjuration No PHB 229
3 Crusader’s Mantle 5e Evocation No PHB 230
3 Daylight 5e Evocation No PHB 230
3 Dispel Magic 5e Abjuration No PHB 234
3 Elemental Weapon 5e Transmutation No PHB 236
3 Enemies Abound 5e Enchantment No XGtE 155
3 Erupting Earth 5e Transmutation No XGtE 155
3 Fear 5e Illusion No PHB 239
3 Feign Death 5e Necromancy Yes PHB 240
3 Fireball 5e Evocation No PHB 241
3 Flame Arrows 5e Transmutation No XGtE 156
3 Fly 5e Transmutation No PHB 243
3 Gaseous Form 5e Transmutation No PHB 244
3 Glyph of Warding 5e Abjuration No PHB 245
3 Haste 5e Transmutation No PHB 250
3 Hunger of Hadar 5e Conjuration No PHB 251
3 Hypnotic Pattern 5e Illusion No PHB 252
3 Leomund’s Tiny Hut 5e Evocation Yes PHB 255
3 Life Transference 5e Necromancy No XGtE 160
3 Lightning Arrow 5e Transmutation No PHB 255
3 Lightning Bolt 5e Evocation No PHB 255
3 Magic Circle 5e Abjuration No PHB 256
3 Major Image 5e Illusion No PHB 258
3 Mass Healing Word 5e Evocation No PHB 258
3 Meld into Stone 5e Transmutation Yes PHB 259
3 Melf’s Minute Meteors 5e Evocation No XGtE 161
3 Nondetection 5e Abjuration No PHB 263
3 Phantom Steed 5e Illusion Yes PHB 265
3 Plant Growth 5e Transmutation No PHB 266
3 Protection from Energy 5e Abjuration No PHB 270
3 Remove Curse 5e Abjuration No PHB 271
3 Revivify 5e Necromancy No PHB 272
3 Sending 5e Evocation No PHB 274
3 Sleet Storm 5e Conjuration No PHB 276
3 Slow 5e Transmutation No PHB 277
3 Speak with Dead 5e Necromancy No PHB 277
3 Speak with Plants 5e Transmutation No PHB 277
3 Spirit Guardians 5e Conjuration No PHB 278
3 Stinking Cloud 5e Conjuration No PHB 278
3 Summon Lesser Demons 5e Conjuration No XGtE 167
3 Thunder Step 5e Conjuration No XGtE 168
3 Tidal Wave 5e Conjuration No XGtE 168
3 Tiny Servant 5e Conjuration No XGtE 168
3 Tongues 5e Divination No PHB 283
3 Vampiric Touch 5e Necromancy No PHB 285
3 Wall of Sand 5e Evocation No XGtE 170
3 Wall of Water 5e Evocation No XGtE 170
3 Water Breathing 5e Transmutation Yes PHB 287
3 Water Walk 5e Transmutation Yes PHB 287
3 Wind Wall 5e Evocation No PHB 288
4 Arcane Eye 5e Divination No PHB 214
4 Aura of Life 5e Abjuration No PHB 216
4 Aura of Purity 5e Abjuration No PHB 216
4 Banishment 5e Abjuration No PHB 217
4 Blight 5e Necromancy No PHB 219
4 Charm Monster 5e Enchantment No XGtE 151
4 Compulsion 5e Enchantment No PHB 224
4 Confusion 5e Enchantment No PHB 224
4 Conjure MInor Elementals 5e Conjuration No PHB 226
4 Conjure Woodland Beings 5e Conjuration No PHB 226
4 Control Water 5e Transmutation No PHB 227
4 Death Ward 5e Abjuration No PHB 230
4 Dimension Door 5e Conjuration No PHB 233
4 Divination 5e Divination Yes PHB 234
4 Dominate Beast 5e Enchantment No PHB 234
4 Elemental Bane 5e Transmutation No XGtE 155
4 Evard’s Black Tentacles 5e Conjuration No PHB 238
4 Fabricate 5e Transmutation No PHB 239
4 Find Greater Steed 5e Conjuration No XGtE 156
4 Fire Shield 5e Evocation No PHB 242
4 Freedom of Movement 5e Abjuration No PHB 244
4 Giant Insect 5e Transmutation No PHB 245
4 Grasping Vine 5e Conjuration No PHB 246
4 Greater Invisibility 5e Illusion No PHB 246
4 Guardian of Faith 5e Conjuration No PHB 246
4 Guardian of Nature 5e Transmutation No XGtE 157
4 Hallucinatory Terrain 5e Illusion No PHB 249
4 Ice Storm 5e Evocation No PHB 252
4 Leomund’s Secret Chest 5e Conjuration No PHB 254
4 Locate Creature 5e Divination No PHB 256
4 Mordenkainen’s Faithful Hound 5e Conjuration No PHB 261
4 Mordenkainen’s Private Sanctum 5e Conjuration No PHB 262
4 Otiluke’s Resilient Sphere 5e Evocation No PHB 264
4 Phantasmal Killer 5e Illusion No PHB 265
4 Polymorph 5e Transmutation No PHB 266
4 Shadow of Moil 5e Necromancy No XGtE 164
4 Sickening Radiance 5e Evocation No XGtE 164
4 Staggering Smite 5e Evocation No PHB 278
4 Stone Shape 5e Transmutation No PHB 278
4 Stoneskin 5e Abjuration No PHB 278
4 Storm Sphere 5e Evocation No XGtE 166
4 Summon Greater Demon 5e Conjuration No XGtE 166
4 Vitriolic Sphere 5e Evocation No XGtE 170
4 Wall of Fire 5e Evocation No PHB 285
4 Watery Sphere 5e Conjuration No XGtE 170
5 Animate Objects 5e Transmutation No PHB 213
5 Antilife Shell 5e Abjuration No PHB 213
5 Awaken 5e Transmutation No PHB 216
5 Bigby’s Hand 5e Evocation No PHB 218
5 Circle of Power 5e Abjuration No PHB 221
5 Cloudkill 5e Conjuration No PHB 222
5 Commune 5e Divination Yes PHB 223
5 Commune with Nature 5e Divination Yes PHB 224
5 Cone of Cold 5e Evocation No PHB 224
5 Conjure Elemental 5e Conjuration No PHB 225
5 Conjure Volley 5e Conjuration No PHB 226
5 Contact Other Plane 5e Divination Yes PHB 226
5 Contagion 5e Necromancy No PHB 227
5 Control Winds 5e Transmutation No XGtE 152
5 Creation 5e Illusion No PHB 229
5 Danse Macabre 5e Necromancy No XGtE 153
5 Dawn 5e Evocation No XGtE 153
5 Destructive Wave 5e Evocation No PHB 231
5 Dispell Evil and Good 5e Abjuration No PHB 233
5 Dominate Person 5e Enchantment No PHB 235
5 Dream 5e Illusion No PHB 236
5 Enervation 5e Necromancy No XGtE 155
5 Far Step 5e Conjuration No XGtE 155
5 Flame Strike 5e Evocation No PHB 242
5 Geas 5e Enchantment No PHB 244
5 Greater Restoration 5e Abjuration No PHB 246
5 Hallow 5e Evocation No PHB 249
5 Hold Monster 5e Enchantment No PHB 251
5 Holy Weapon 5e Evocation No XGtE 157
5 Immolation 5e Evocation No XGtE 158
5 Infernal Calling 5e Conjuration No XGtE 158
5 Insect Plague 5e Conjuration No PHB 254
5 Legend Lore 5e Divination No PHB 254
5 Maelstrom 5e Evocation No XGtE 160
5 Mass Cure Wounds 5e Evocation No PHB 258
5 Mislead 5e Illusion No PHB 260
5 Modify Memory 5e Enchantment No PHB 261
5 Negative Energy Field 5e Necromancy No XGtE 163
5 Passwall 5e Transmutation No PHB 264
5 Planar Binding 5e Abjuration No PHB 265
5 Raise Dead 5e Necromancy No PHB 270
5 Rary’s Telepathic Bond 5e Divination Yes PHB 270
5 Reincarnate 5e Transmutation No PHB 271
5 Scrying 5e Divination No PHB 273
5 Seeming 5e Illusion No PHB 274
5 Skill Empowerment 5e Transmutation No XGtE 165
5 Steel Wind Strike 5e Conjuration No XGtE 166
5 Swift Quiver 5e Transmutation No PHB 279
5 Synaptic Static 5e Enchantment No XGtE 167
5 Telekinesis 5e Transmutation No PHB 280
5 Teleportation Circle 5e Conjuration No PHB 282
5 Transmute Rock 5e Transmutation No XGtE 169
5 Tree Stride 5e Conjuration No PHB 283
5 Wall of Force 5e Evocation No PHB 285
5 Wall of Light 5e Evocation No XGtE 170
5 Wall of Stone 5e Evocation No PHB 287
5 Wrath of Nature 5e Evocation No XGtE 171
6 Arcane Gate 5e Conjuration No PHB 214
6 Blade Barrier 5e Evocation No PHB 218
6 Bones of the Earth 5e Transmutation No XGtE 150
6 Chain Lightning 5e Evocation No PHB 221
6 Circle of Death 5e Necromancy No PHB 221
6 Conjure Fey 5e Conjuration No PHB 226
6 Contingency 5e Evocation No PHB 227
6 Create Homunculus 5e Evocation No XGtE 152
6 Create Undead 5e Necromancy No PHB 229
6 Disintegrate 5e Transmutation No PHB 233
6 Drawmij’s Instant Summons 5e Conjuration Yes PHB 235
6 Druid Grove 5e Abjuration No XGtE 154
6 Eyebite 5e Necromancy No PHB 238
6 Find the Path 5e Divination No PHB 240
6 Flesh to Stone 5e Transmutation No PHB 243
6 Forbiddance 5e Abjuration Yes PHB 243
6 Globe of Invulnerability 5e Abjuration No PHB 245
6 Guards and Wards 5e Abjuration No PHB 248
6 Harm 5e Necromancy No PHB 249
6 Heal 5e Evocation No PHB 250
6 Heroes’ Feast 5e Conjuration No PHB 250
6 Investiture of Flame 5e Transmutation No XGtE 159
6 Investiture of Ice 5e Transmutation No XGtE 159
6 Investiture of Stone 5e Transmutation No XGtE 159
6 Investiture of Wind 5e Transmutation No XGtE 160
6 Magic Jar 5e Necromancy No PHB 257
6 Mass Suggestion 5e Enchantment No PHB 258
6 Mental Prison 5e Illusion No XGtE 161
6 Move Earth 5e Transmutation No PHB 263
6 Otiluke’s Freezing Sphere 5e Evocation No PHB 263
6 Otto’s Irresistible Dance 5e Enchantment No PHB 264
6 Planar Ally 5e Conjuration No PHB 265
6 Primordial Ward 5e Abjuration No XGtE 163
6 Programmed Illusion 5e Illusion No PHB 268
6 Scatter 5e Conjuration No XGtE 164
6 Soul Cage 5e Necromancy No XGtE 165
6 Sunbeam 5e Evocation No PHB 279
6 Tenser’s Transformation 5e Transmutation No XGtE 168
6 Transport via Plants 5e Conjuration No PHB 283
6 True Seeing 5e Divination No PHB 284
6 Wall of Ice 5e Evocation No PHB 285
6 Wall of Thorns 5e Conjuration No PHB 287
6 Wind Walk 5e Transmutation No PHB 288
6 Word of Recall 5e Conjuration No PHB 289
7 Conjure Celestial 5e Conjuration No PHB 225
7 Crown of Stars 5e Evocation No XGtE 152
7 Delayed Blast Fireball 5e Evocation No PHB 230
7 Divine Word 5e Evocation No PHB 234
7 Etherealness 5e Transmutation No PHB 238
7 Finger of Death 5e Necromancy No PHB 241
7 Fire Storm 5e Evocation No PHB 242
7 Forcecage 5e Evocation No PHB 243
7 Mirage Arcane 5e Illusion No PHB 260
7 Mordenkainen’s Magnificent Mansion 5e Conjuration No PHB 261
7 Mordenkainen’s Sword 5e Evocation No PHB 262
7 Plane Shift 5e Conjuration No PHB 266
7 Power Word Pain 5e Enchantment No XGtE 163
7 Prismatic Spray 5e Evocation No PHB 267
7 Project Image 5e Illusion No PHB 270
7 Regenerate 5e Transmutation No PHB 271
7 Resurrection 5e Necromancy No PHB 272
7 Reverse Gravity 5e Transmutation No PHB 272
7 Sequester 5e Transmutation No PHB 274
7 Simulacrum 5e Illusion No PHB 276
7 Symbol 5e Abjuration No PHB 280
7 Teleport 5e Conjuration No PHB 281
7 Temple of the Gods 5e Conjuration No XGtE 167
7 Whirlwind 5e Evocation No XGtE 171
8 Abi-Dalzim’s Horrid Wilting 5e Necromancy No XGtE 150
8 Animal Shapes 5e Transmutation No PHB 212
8 Antimagic Field 5e Abjuration No PHB 213
8 Antipathy/Sympathy 5e Enchantment No PHB 214
8 Clone 5e Necromancy No PHB 222
8 Control Weather 5e Transmutation No PHB 228
8 Demiplane 5e Conjuration No PHB 231
8 Dominate Monster 5e Enchantment No PHB 234
8 Earthquake 5e Evocation No PHB 235
8 Feeblemind 5e Enchantment No PHB 239
8 Glibness 5e Transmutation No PHB 245
8 Holy Aura 5e Abjuration No PHB 251
8 Illusory Dragon 5e Illusion No XGtE 157
8 Incendiary Cloud 5e Conjuration No PHB 253
8 Maddening Darkness 5e Evocation No XGtE 160
8 Maze 5e Conjuration No PHB 258
8 Mighty Fortress 5e Conjuration No XGtE 161
8 Mind Blank 5e Abjuration No PHB 259
8 Power Word Stun 5e Enchantment No PHB 267
8 Sunburst 5e Evocation No PHB 279
8 Telepathy 5e Evocation No PHB 281
8 Tsunami 5e Conjuration No PHB 284
9 Astral Projection 5e Necromancy No PHB 215
9 Foresight 5e Divination No PHB 244
9 Gate 5e Conjuration No PHB 244
9 Imprisonment 5e Abjuration No PHB 252
9 Invulnerability 5e Abjuration No XGtE 160
9 Mass Heal 5e Conjuration No PHB 258
9 Mass Polymorph 5e Transmutation No XGtE 160
9 Meteor Swarm 5e Evocation No PHB 259
9 Power Word Heal 5e Evocation No PHB 266
9 Power Word Kill 5e Enchantment No PHB 266
9 Prismatic Wall 5e Abjuration No PHB 267
9 Psychic Scream 5e Enchantment No XGtE 163
9 Shapechange 5e Transmutation No PHB 274
9 Storm of Vengeance 5e Conjuration No PHB 279
9 Time Stop 5e Transmutation No PHB 283
9 True Polymorph 5e Transmutation No PHB 283
9 True Resurrection 5e Necromancy No PHB 284
9 Weird 5e Illusion No PHB 288
9 Wish 5e Conjuration No PHB 288
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Arcane Trickster Rogue 5e guide