How to Hack Magic: An Arcane Trickster’s Grimoire

Arcane Lockpick

2nd-level transmutation

Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: S

S Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

However, unlike knock, when you cast this spell, you create a 10-foot-radius sphere of silence that lasts for 1 minute, obscuring any sound from opening a chest or door or the like.

Arcane Trickster's Aura

2nd-level illusion

Casting Time: 1 action

1 action Range: Touch

Touch Components: S, M (makeup from a disguise kit)

S, M (makeup from a disguise kit) Duration: 10 minutes

You place an illusion on a creature or an object you touch so that abjuration spells perceive it differently. The target can be a willing creature or an object that isn't being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

Mundane Aura. You change the way that the target appears to spells and magical effects, such as detect magic, that identify magical items or spells as magical. Magical traps, contingent spells, and other abjuration spells that activate when magic is cast or when a magical item is present will treat the creature or object as nonmagical, and will not react to any spells cast.

Friendly Aura. You change the way the target appears to spells and magical effects that have a friendly/non-friendly trigger or where the spellcaster can designate individuals to be exempted from the spell’s effects. The creature will now appear as either “friendly” or as one of the designated individuals.

Arcane Trickster's Bomb Kit

2nd-level transmutation

Casting Time: 1 action

1 action Range: Self

Self Components: S, M (a set of lockpicks)

S, M (a set of lockpicks) Duration: Instantaneous

You gain advantage on all Arcana checks involving magical traps.

This spell also allows you to dispel 3nd-level and lower protective spells such as alarm, arcane lock or glyph of warding by making an Arcana check against the spell save DC of the spell’s caster.

Bypass Barrier

4th-level evocation

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, M (a skeleton key

S, M (a skeleton key Duration: Instant

You open a temporary portal through any magically-created barrier or wall (or one layer of prismatic wall). It allows passage only for the caster in one direction, and the caster still has to deal with the damage caused by moving through the magical wall, although bypass barrier gives the caster Advantage on any saving throw.

Disable Magic

2nd-level abjuration

Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: S

S Duration: 2 rounds

Choose one creature, object, or magical effect within range. Any spell of 2nd level or lower on the target is inactive for the duration of the spell. For each spell of 3rd level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 the spell's level. On a successful check, the spell is inactive for the duration of the spell.

Once disable magic’s duration is over, the affected spell resumes functioning as normal, and appears to the casual observer to be untampered with. It requires an Arcana check of your spell save DC to detect that the spell has been tampered with.

At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, you automatically turn a spell inactive if the spell's level is equal to or less than the level of the spell slot you used.

Identify Enchantment

1st-level divination (ritual)

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, M (a jeweler's loupe)

S, M (a jeweler's loupe) Duration: Instantaneous

You choose one spell whose duration is more than instantaneous that you can perceive, either through your normal senses or through detect magic. You learn the spell’s school, what its trigger conditions are, what kind of saving throw it involves if any, and what kind of damage it would deal.