TEXT:  
  Roguish Archetypes 
  Rogues have many features in common, including their 
  emphasis on perfecting their skills, their precise and deadly 
  approach to combat, and their increasingly quick reflexes. 
  But different rogues steer those talents in varying 
  directions, embodied by the rogue archetypes. Your choice 
  of archetype is a reflection of your focus—not necessarily 
  an indication of your chosen profession, but a description 
  of your preferred techniques. 
  Spellwarp Sniper 
  You are more accurate with rays of flame than an archer is 
  with his arrows, and twice as deadly. Not content to splash 
  around messy evocation magic to slay your foes, you have 
  learned to alter the form of your spells into exact rays of 
  lethal potential. Deadly and precise, you favor the methods 
  of a surgeon, meticulously eradicating your foes, rather 
  than the disorganized violence of a butcher. 
  Spellcasting 
  When you reach 3rd level, you gain the ability to cast 
  spells. See chapter 10 for the general rules of spellcasting 
  and chapter 11 for the wizard spell list. 
       Cantrips. You learn two cantrips: fire bolt and one 
  cantrip of your choice from the wizard spell list. You learn 
  another wizard cantrip of your choice at 10th level. 
       Spell Slots. The Arcane Trickster Spellcasting table 
  shows how many spell slots you have to cast your spells of 
  1st level and higher. To cast one of these spells, you must 
  expend a slot of the spell's level or higher. You regain all 
  expended spell slots when you finish a long rest. 
       Spells Known of 1st-Level and Higher. You know 
  three 1st-level wizard spells of your choice, two of which 
  you must choose from the evocation and illusion spells on 
  the wizard spell list. The Spells Known column of the 
  Arcane Trickster Spellcasting table shows when you learn 
  more wizard spells of 1st level or higher. Each of these 
  spells must be an evocation or illusion spell of your choice, 
  and must be of a level for which you have spell slots.  
  For instance, when you reach 7th 
  level in this class, you can 
  learn one new spell of 1st or 
  2nd level. The spells you learn at 8th, 14th, and 20th level 
  can come from any school of magic. Whenever you gain a 
  level in this class, you can replace one of the wizard spells 
  you know with another spell of your choice from the 
  wizard spell list. The new spell must be of a level for which 
  you have spell slots, and it must be an evocation or illusion 
  spell, unless you’re replacing the spell you gained at 8th, 
  14th, or 20th level. 
          Spellcasting Ability. Intelligence is your spellcasting 
  ability for your wizard spells, since you learn your spells 
  through dedicated study and memorization. You use your 
  Intelligence whenever a spell refers to your spellcasting 
  ability. In addition, 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. 
  Spell save DC = 8 + your proficiency bonus + 
  your Intelligence modifier 
  Spell attack modifier = your proficiency bonus + your 
  Intelligence modifier 
  Raystrike 
  By 3rd level, you can make Sneak Attacks with ranged 
  spell attacks, in addition to finesse and ranged weapons, if 
  the spell deals damage to the target. You may apply half the 
  number of d6s listed on the Sneak Attack table (rounded 
  up) to Sneak Attacks used in this way. 
  Spellwarp 
  At 9th level, you can alter the form of certain spells as you 
  cast them. When you cast a spell of duration instantaneous 
  that affects an area, you may change that spell's range to a 
  single target with a range of 60 feet. All other effects of the 
  spell remain unchanged, but you must now make a ranged 
  spell attack to hit the targeted creature. If the spell requires 
  that the target makes a Dexterity saving throw, the creature 
  automatically fails this save. 
  Silent Spell 
  At 13th level, when you cast a spell, you can cast it without 
  any somatic or verbal components. After using this ability, 
  you cannot use it again until you complete a short or long 
  rest. 
  Ray Mastery 
  At 17th level, when you make a ranged spell attack, you 
  can deal maximum damage. After using this ability, you 
  must complete a long rest before 
  using it again. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Spellwarp Sniper.pdf