Title says it all. Post thoughts and ideas on Arcane trickster builds and spells.
Also in looking between the races and I need help. I’m not min maxing but I want my character to be good for the next campaign. Here are tn choices:
Halfling: Once I get magical ambush I can hide behind the sorcerer then cast hold person so the enemy has disadvantage on the saving throw. Semi relevant stats
Forest Gnome: Good as advtantage in magical saving throws. Free minor illusion. Semi relevant stats
Half Elf - Drow I don’t think this is good but cool flavor
High Elf - Free cantrip and relevant stats
Tabaxi - Best rogue race for other subclasses but I don’t think it’s anazing for arcane trickster. I play a Tabaxi all the time for a Dex martial class or cha caster.
Mainly looking at Gnome, Halfling, and maybe High Elf but I play elves a lot and want to try something new.
Also quick reminder my DM plays RAW EXCEPT I can use find familiar for advantage (owl) but the enemy can target the owl or me even if the owl has the free disengage.
I just started playing one.. a remake of an old 3.5 rogue / wizard who was working towards being an Arcane Trickster prestige class. Making the character as a pure rogue was rather fun.
The character is basically a treasure hunter type rather than a cutpurse, and I treated most of his magical ability as being more for utility than combat use... plus the limit on being enchantment and illusion spells for most of the spells adds to this. I also went with the background of Archaeologist for the character.. he uses his rogue skills to find treasure from long forgotten ruins rather than living people.
Biggest thing I decided against was being a dual wielder. Using my bonus action for another attack felt a lot weaker than having use of my cunning action ability (or using the mage hand with the bonus action).
I went as a human and took Ritual Caster (Wizard) as my feat. I snagged Detect Magic and Find Familiar (gotta detect that magical crap.. and familiars are very very useful. Also the Ritual Caster feat will allow me to pick up other important rituals as I go.. basically making me a decent 'wizard lite' when it comes to utility)
Cantrips: Mage Hand (required anyways)
Booming Blade (this along with cunning action means I hit the enemy, disengage, put out more hurt if the enemy comes after me. Green Flame Blade is also acceptable if you want to just deal with multiple enemies, but the synergy from Booming Blade and Cunning Action is just too good).
Prestidigitation (I love the spell, the little effects, and the tricks. Plus as a human being able to light or extinguish my light with a quick spell is nice. The ability to place marks for an hour is useful when you work as a scout too.. so.. it's a fun spell)
Level 1:
Disguise Self (because sometimes my face shouldn't be seen around these parts)
Sleep (Useful for dealing with a large number of low-level foes)
Witch Bolt (I wanted something combat, but that I could use my spell attack of +4 rather than my save DC, which is only 12. I have a much better chance with spells I have to hit with rather than those that require a save)
Mage Hand already set— great one! Booming Blade and Green Flame Blade are both great cantrips for doing lots of damage. Prestidigitation is like it was made for rogues. Trying to distract a band of orcs? Make a terrible smell and make them argue over who cut the cheese. Sentry coming soon to find you torching a building? Use good old Prestidigitation to light that torch fast! Need to clean up after your successful assassination? Clean your clothes instantly! Flavor a poisoned drink to make it seem like a normal glass of beer. Trying to persuade a guard you’re one of them? Mark their insignia on your armor to prove it! Want to bribe a guard to let you into the room? Flash them a glimpse of a fake diamond, then give it to them! Presti is a great cantrip to have. As a forest gnome, I also have minor illusion by default, but it is great to have, too! For first level spells, Find Familiar is obviously heaven for rogues, and Disguise Self could work great with Prestidigitation. If you want to deal damage, pick Burning Hands or, if you just want to incapacitate them, pick Color Spray or Sleep. Silent Image is great, to hide a door, distract, and more. I would try to stay away from concentration spells, unless you’re planning on taking the War Caster feat at 4th level
Halfling or Forest Gnome would be best for AT. I love my Forest Gnome, because they are small and agile, as well as great casters. Minor Illusion has a spell casting ability of Intelligence, and so does the AT, so that works out perfectly! Also, it’s fun when a tiny gnome soils someone’s pants with Prestidigitation! The advantage on Intelligence, Wisdom, and Charisma saves against magic is very helpful, too.
I am always late to these discussions and by now you are like level 17, but I would like to propose Kobold as Arcane Trickster. Sure, you dump strength and can't fight well in the bright sun, but if you're anything like a decent rogue, you aren't testing feats of strength in the sunlight, you are skulking around in a cave or a mansion at night. Pack tactics means if you have a friend, you have advantage. As an AT, advantage is your bread and butter. You can see in the dark and have sweet Dex bonus. Also, buff your whole party by groveling and snivelling in the dirt. Fun RP potential and some good power gaming.
Pick up disguise self so you can get a beer once in a while and you're all set. Also, you are a trickster so grab identify and detect magic so when you are the advance scout and you pick up some sweet loot out of the prying eyes of your crew, you don't have to tip your hand by having the wizard identify it for you. Detect magic makes looting a room easier as well.
Prestidigitation is totally underrated and is useful for the reasons listed above.
Message is an incredibly useful cantrip as well, especially if you're filling in as the party's scout.
Silent image is great if you need to throw up an illusory screen for the party to hide behind. a 15 foot illusion of a stone wall, a tree or bush, a raging fire, etc.
Tasha's hideous laughter is excellent. Incapacitating an enemy with jokes can sometimes save the party.
Find familiar is great for arcane trickster and is almost essential.
When you get 2nd level spells Shadowblade is a serious damage booster. Mirror image can keep you alive really well.
Booming Blade/GFB are great because they work off your weapon attack not your spell attack. Being a High Elf means you don't need a ranged cantrip ( Longbow).
Having Shield as your level 3 spell and then Ritual caster as your level 4 feat means Familiar and Longbow with Cunning action hide and Shield on Reaction if someone shoots back at you.
If you take Haste at 14 then you get Bonus Action Hide, Hasted Attack, Sneak Attack, Ready Action Attack to attack after Familiar, Familiar help action for advantage, Readied attack, second sneak attack that round.
If they get close Booming Blade, Cunning Action and Run.
Im going to be building an AL Wood elf Arcane trickster/Ancestral guardian Barbarian. Primarily bow use. Dump stat Int, and just use Spells for utility and occasional damage, and allow ancestral guardians to be tank utility while you remain hard to reach.
Find familiar, and silent image can be used early to grant advantage, and mirror image adds to your evasiveness when something you hit does try and target you. When not raging, and especially at night, shadowblade can be a serious damage boost, and worthy of upcasting to 3rd. Getting Shield spell just adds to the kits durability. By end game should easily be able to hit 24 AC with just Ring/cloak of protection and a +1 shield. Letting you use your 45 base movement speed for melee or stay ranged for rage cheese.
Im going to be building an AL Wood elf Arcane trickster/Ancestral guardian Barbarian. Primarily bow use. Dump stat Int, and just use Spells for utility and occasional damage, and allow ancestral guardians to be tank utility while you remain hard to reach.
Find familiar, and silent image can be used early to grant advantage, and mirror image adds to your evasiveness when something you hit does try and target you. When not raging, and especially at night, shadowblade can be a serious damage boost, and worthy of upcasting to 3rd. Getting Shield spell just adds to the kits durability. By end game should easily be able to hit 24 AC with just Ring/cloak of protection and a +1 shield. Letting you use your 45 base movement speed for melee or stay ranged for rage cheese.
Why barbarian at all as multiclass? Can't rage and cast or concentrate on spells. Rage damage doesn't work with bow attacks, as well.
Also, in 5e the tank role as it is in MMORPGs isn't really a thing. There isn't really a taunt button to spam.
For Arcane Tricksters in particular I'm a huge fan of the Grease spell; it's hard to imagine a spell more ideally suited to something that literally has trickster in the name. It's also just a good 1st level spell for crowd control, and prone enemies combine really well with a Rogue's sneak attacks.
As for races; a lot of the Small races make really good Rogues. If your DM will allow "monster" races from Volo's Guide then you've got Goblins and Kobolds as options.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
A few months ago my friend dared me to play a rogue with 8 Dexterity. We are now Level 11. What started out as a joke character has become somebody I now really enjoy playing. So much so that I have already mapped out my entire level 20 build. So without further ado I present to you....
Da Bestest Rogue Eva: Madgruck Fumblefingers
Do note this build uses the PHB, SCAG and Xanathars. This can't be helped as the Core spells I use for this build comes from SCAG and Xanathars. This build is best played when campaign starts off at level 4 or higher. If starting at level 1, hide behind the Wizard as he is most likely tankier than you.
Race: Mountain Dwarf (yup you read it right a freakin Mountain Dwarf) Darkvision: 60 ft Speed: 25 ft Heavy armor doesn't slow you down if you don't meet the Strength requirement (doesn't matter to us) Dwarven Resilience (nice little bonus as you do see poison quite often) Dwarwven Combat Training (not important) Tool Proficiency: Brewer's Supplies (a rebel still likes a good breverage) Stonecunning (not important either) Languages: Common and Dwarvish Proficiency with Light and Medium Armor
Really quick backstory: This guy is a rebel. He doesn't like it when people tell him what he can or cannot do. Dwarfs are supposed to live in mountains and mine precious stones and minerals. His response...go join the human navy. People say he is very suited to being a Fighter or maybe even a Cleric and that he was too dumb to pursue the path of a Wizard. His response is the monstrosity I am about to show you....
Ability Scores
Strength 17 (15+2 from racial modifier) Dexterity 8 (yup thats right we gonna be a rogue with 8 Dexterity, deal with it) Constitution 17 (15+2 from racial modifier) Intelligence 8 (we are going to be a Arcane Trickster as well, what could possibly go wrong with 8 Intelligence) Wisdom 14 Charisma 10
Background: Sailor (are you starting to get the theme here, this Dwarf is a freaking rebel!!!) Athletics, Perception Navigator's tools, vehicles (water) Feature: Ship's Passage (could be important or totally useless depending on the campaign setting, it was useless in mine)
Alignment: Chaotic Good (because most Dwarves are Lawful Good, not Evil because his Momma raised him right)
Level 1 Roll for gold, buy normal gear, buy some medium armor, a component's pouch, a rapier and some javelins. Stay back and throw javelins. You have less AC than the Wizard with Mage Armor so feel free to hide behind that tanky spell slinger lol. Skills: Acrobatics, Insight, Sleight of Hand, Stealth, Thieves' tools Expertise: Acrobatics, Stealth Sneak Attack 1d6 Thieves' Cant Level 2 Cunning Action Pretty much the same as level 1 except you can now try and run around a corner after you throw a javelin and Hide with your bonus action lol. Level 3 Sneak Attack 2d6 Arcane Trickster Archetype gaining Mage Hand Legerdmain. Cantrips: Booming Blade, Mage Hand, Green Flame Blade. The problem with making a joke character, picking spells is gonna be a ***** because you have a pathetic spell DC but gave it my best go. Spells: Shield (your one non illusion/enchant spell, pretty easy choice for now as you need the AC boost), Silent Image (this is actually not too bad if you put a bit of thought into it. For example you could use it to hide a doorway in a wall, or a small bridge, something that enemies might not bother paying too close attention to so your crappy spell check DC doesn't come into play), Sleep (not the best crowd control but it requires no saves so we'll take it). Ok you can kinda start poking things with your Booming Blade Rapier to trigger some sweet sneak attacks, but remember to use your bonus action to disengage and run away like a wussy. Level 4 ASI: take Heaviliy Armored feat (now we are cooking with gas!) go get some nice plate armor or whatever you can afford. swap your Shield spell for Find Familiar. Use your Familiar's Help action to give yourself advantage on your attacks. Keep using Disengage to run away like a wussy for now. You are waiting for level 8 to pick up your Shield spell again. And you kinda want enemies to chase you to trigger more Boom. Spells: Illusory Script (Possible out of combat use, kinda sucks we can't cast it as a ritual but until we pick up Shield again we are not using our level 1 spell slots for much). Level 5 More Boom for your Buck Sneak Attack 3d6 Uncanny Dodge Level 6 Expertise: Sleight of Hand, Thieves's tools Level 7 Sneak Attack 4d6 Evasion Spells: Shadow Blade (you are going to be spamming this spell, most likely with your higher level spell slots as well). Level 8 ASI: take Resilient (Constitution) feat Spells: Shield (you could take Absorb Elements if elemental damage is bothering you more, we'll take whatever we didn't take here at level 14). Level 9 Sneak Attack 5d6 Magical Ambush Level 10 ASI: take Warcaster feat Cantrips: Minor Illusion (You can take Prestidigitation if you prefer that instead) Spells: Mirror Image (we probably won't cast it since it takes a Shadow Blade spell slot but its a nice defensive spell with no concentration required so good to have in your back pocket) Now that we have Warcaster you can dual wield your rapier with Shadow Blade if you want to get in another attack with your bonus action but you are probably better off just spamming Booming/Green Flame Blades Level 11 Even more Boom Sneak Attack 6d6 Reliable Talent Spells: Nystul's Magic Aura (could be useful outside of combat but I haven't used it at all yet, also requires no save or checks but like Mirror Image is a 2nd level spell so you probably won't cast it much if at all) Level 12 ASI: take Moderately Armored (Strength) feat (no I am not high, we are taking this so we can start running around with a shield) Level 13 Sneak Attack 7d6 Versatile Trickster Spells: Major Image (very good option like Silent Image that with good planning can get around the low DC check) Level 14 Spells: Absorb Elements (We could be taking something like Fireball or Counter Spell but Absorb Elements can keep you alive, so lets just leave the big aoe effects and counterspell wars to the full casters and we stick to our stabby stabby Boom Booms) Blindsense Level 15 Sneak Attack 8d6 Slippery Mind Level 16 ASI: take Heavy Armor Master or Squat Nimbleness (Strength) feat Spells: Phantom Steed (yup we are scrapping the bottom of the barrel with this one) Level 17 The Boom is maxed Sneak Attack 9d6 Spell Thief (will most likely fail but you never know lol) Level 18 Elusive Level 19 ASI: take Mobile or Lucky feat Sneak Attack 10d6 Spells: Greater Invisibilty (pretty much the only spell at 4th level in Illusion/Enchanment that doesn't require a save or check) Level 20 Stroke of Luck Spells: Dimension Door (for those times when you just need to run away and not the Disengage type of run away, can also take a friend like the Cleric who can you can come back with later to resurrect the ones that didn't run away fast enough)
Finally you could swap Find Familiar with another spell after you get Versatile Trickster but I like having a scout.
I am really looking forward to level 12 so I can run around with a shield without worrying about opportunity attacks as much. Which frees up my bonus action to use Mage Hand or to Dash around. I managed to snag a +2 shield (coz nobody wanted it) to go with my +2 plate. Let me know what you guys think of my redonkulous build.
Since you are looking for sneak attack you may want to be throwing daggers or darts rather then javelins or hand axes. Unlike Dex rogues you want the finesse to use your strength score. Javelin are melee weapons not ranged for the purpose of sneak attack.
Also if not taking ASI you could take ritual caster wizard (your wisdom allows) rather then swapping out shield you get both that spell and find familiar. If you are hanging back out of range FF and shield are going to be more useful then moving from medium to plate. Ritual Caster also doubles the number of spells your AT will have access to.
Oh the throwing darts are a great idea thank you for suggesting it. To be totally honest I was not expecting this character to even survive to level 3 so the starting gear was a bit harebrained. Now that we are level 11 though I just throw my shadow blade at things I can't reach and re summon it with my bonus action. Ritual Caster is an interesting dilemma that I have pondered about before but with my party makeup (a Paladin, Ranger, Wizard and myself) I felt it best to optimize survival since healing is basically limited to potions, goodberries, lay on hands and short rests coz apparently 'spell slots are for smiting with' ( that is a direct quote from our Paladin). Although if our Ranger decides to pick up healing spirit at level 12, that could change the equation. But as of now I am more enticed by having a AC of 24 that can shoot up to 29.
Booming Blade is a solid option but it really depends on you getting advantage a lot. You will need that familiar to help you there or some other way of getting advantage. The chance to miss with just one roll is too high and you really want to land sneak attack damage each round. Booming blade means you are dumping all your damage into one hit because you can't even attack with an offhand after using it. It also depends on your enemy moving to get a damage boost in the early levels. In my experience that just doesn't happen that often. Make sure you get shadowblade as a spell at level 7. I would also highly recommend elven accuracy in this case. When you crit it is really awesome.
There are some interesting multiclass options for a booming blade build. A 3 level dip means you lose about 2D6, spell progression and rogue skills so it has to be worth it. 1) 3 level dip into artificer artillerist to get shield(and shield spell) and a bonus action attack/temp HP, infusions, and more spell selection. This is a tanky rogue option so Sentinel as a feat is also attractive. Opportunity attacks grant sneak attack damage. 2) 3 lvl fighter battlemaster. You get a shield, you get opportunity attack with riposte, action surge, self heal, fighting style. In both of these cases your damage per round remains relatively close to straight AT but you gain defense and greatly increase chance of using your reaction for an attack.
In my experience I tried booming blade but eventually switched to picking up crossbow expert to be able to attack twice. I still gain a benefit from getting advantage on my first hit with a familiar but my damage output is more consistent and at range. When I hit with my first shot I can still use my bonus action in other ways but I usually just shoot again. When going ranged sharpshooter becomes a serious option and so does other multiclassing options that can give you an extra attack and archery fighting style.
Multiclassing is really not needed for a AT but it is fun. You get a lot of feats so you can customize within the class well. The new UA feats will help even more with that.
Yea, missing your Booming Blade is soul wrenching. Sometimes the dice gods just hate you. However if we go into multiclass territory I would consider Eldritch Knight because it fits into the theme of being a 1/3rd caster just like the Arcane Trickster.
For a build like that I would go 8-9 levels Fighter up front depending on whether or not you want indomitable. Then go Arcane Trickster the rest of the way. 8 levels in EK Fighter grants you 3 ASI to max your Dex and get Warcaster. Most importantly it gets you War Magic at lvl 7 which makes missing your Booming Blade less painful as you still get a attack with your bonus action to try trigger sneak attack (need somebody to also be in melee range with you though). You can also pick up Shadow Blade at lvl 8.
The Cons of this build is that you lose a bit of sneak attack damage, access to 3rd and 4th level spells and some of the higher Rogue stuff like Elusive and Slippery Mind. But the Pros is you get Action Surge, War Magic and you can start off with a sword and board with Defense fighting style to have a pretty decent AC even with just studded leather armor. Shield and Absorb Elements spells will also do wonders for your survivability. And if you find yourself with no advantage and no bonus action you can always just swing twice.
For the Elven Accuracy fans you can go Shadar Kai Elf, but personally for something like this I would go Stout Halfling because lets be honest, who doesn't love giving the middle finger to those nat 1s.
I highly suggest getting shrink. Especially as a Gnome. just make sure your weight doesnt exceed 40lbs. it basically becomes a cheap version of Fly. Seeing as you can pick yourself up with your mage hand and move yourself around using your bonus action.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Title says it all. Post thoughts and ideas on Arcane trickster builds and spells.
Also in looking between the races and I need help. I’m not min maxing but I want my character to be good for the next campaign. Here are tn choices:
Halfling: Once I get magical ambush I can hide behind the sorcerer then cast hold person so the enemy has disadvantage on the saving throw. Semi relevant stats
Forest Gnome: Good as advtantage in magical saving throws. Free minor illusion. Semi relevant stats
Half Elf - Drow I don’t think this is good but cool flavor
High Elf - Free cantrip and relevant stats
Tabaxi - Best rogue race for other subclasses but I don’t think it’s anazing for arcane trickster. I play a Tabaxi all the time for a Dex martial class or cha caster.
Mainly looking at Gnome, Halfling, and maybe High Elf but I play elves a lot and want to try something new.
Also quick reminder my DM plays RAW EXCEPT I can use find familiar for advantage (owl) but the enemy can target the owl or me even if the owl has the free disengage.
I just started playing one.. a remake of an old 3.5 rogue / wizard who was working towards being an Arcane Trickster prestige class. Making the character as a pure rogue was rather fun.
The character is basically a treasure hunter type rather than a cutpurse, and I treated most of his magical ability as being more for utility than combat use... plus the limit on being enchantment and illusion spells for most of the spells adds to this. I also went with the background of Archaeologist for the character.. he uses his rogue skills to find treasure from long forgotten ruins rather than living people.
Biggest thing I decided against was being a dual wielder. Using my bonus action for another attack felt a lot weaker than having use of my cunning action ability (or using the mage hand with the bonus action).
I went as a human and took Ritual Caster (Wizard) as my feat. I snagged Detect Magic and Find Familiar (gotta detect that magical crap.. and familiars are very very useful. Also the Ritual Caster feat will allow me to pick up other important rituals as I go.. basically making me a decent 'wizard lite' when it comes to utility)
Cantrips:
Mage Hand (required anyways)
Booming Blade (this along with cunning action means I hit the enemy, disengage, put out more hurt if the enemy comes after me. Green Flame Blade is also acceptable if you want to just deal with multiple enemies, but the synergy from Booming Blade and Cunning Action is just too good).
Prestidigitation (I love the spell, the little effects, and the tricks. Plus as a human being able to light or extinguish my light with a quick spell is nice. The ability to place marks for an hour is useful when you work as a scout too.. so.. it's a fun spell)
Level 1:
Disguise Self (because sometimes my face shouldn't be seen around these parts)
Sleep (Useful for dealing with a large number of low-level foes)
Witch Bolt (I wanted something combat, but that I could use my spell attack of +4 rather than my save DC, which is only 12. I have a much better chance with spells I have to hit with rather than those that require a save)
Mage Hand already set— great one! Booming Blade and Green Flame Blade are both great cantrips for doing lots of damage. Prestidigitation is like it was made for rogues. Trying to distract a band of orcs? Make a terrible smell and make them argue over who cut the cheese. Sentry coming soon to find you torching a building? Use good old Prestidigitation to light that torch fast! Need to clean up after your successful assassination? Clean your clothes instantly! Flavor a poisoned drink to make it seem like a normal glass of beer. Trying to persuade a guard you’re one of them? Mark their insignia on your armor to prove it! Want to bribe a guard to let you into the room? Flash them a glimpse of a fake diamond, then give it to them! Presti is a great cantrip to have. As a forest gnome, I also have minor illusion by default, but it is great to have, too! For first level spells, Find Familiar is obviously heaven for rogues, and Disguise Self could work great with Prestidigitation. If you want to deal damage, pick Burning Hands or, if you just want to incapacitate them, pick Color Spray or Sleep. Silent Image is great, to hide a door, distract, and more. I would try to stay away from concentration spells, unless you’re planning on taking the War Caster feat at 4th level
Thanks. I know plenty of uses for mage hand and minor illusion but this helped a lot for uses of predi because I thought it was pretty useless.
Halfling or Forest Gnome would be best for AT. I love my Forest Gnome, because they are small and agile, as well as great casters. Minor Illusion has a spell casting ability of Intelligence, and so does the AT, so that works out perfectly! Also, it’s fun when a tiny gnome soils someone’s pants with Prestidigitation! The advantage on Intelligence, Wisdom, and Charisma saves against magic is very helpful, too.
Thanks for the quick reply. I’ll go forest gnome unless we are going to a high level, then Halfling seems to be better once you get magical ambush.
No problem. A little experience and you’ll be advising other ATs about spells and races! Just doing my part helping!
I am always late to these discussions and by now you are like level 17, but I would like to propose Kobold as Arcane Trickster. Sure, you dump strength and can't fight well in the bright sun, but if you're anything like a decent rogue, you aren't testing feats of strength in the sunlight, you are skulking around in a cave or a mansion at night. Pack tactics means if you have a friend, you have advantage. As an AT, advantage is your bread and butter. You can see in the dark and have sweet Dex bonus. Also, buff your whole party by groveling and snivelling in the dirt. Fun RP potential and some good power gaming.
Pick up disguise self so you can get a beer once in a while and you're all set. Also, you are a trickster so grab identify and detect magic so when you are the advance scout and you pick up some sweet loot out of the prying eyes of your crew, you don't have to tip your hand by having the wizard identify it for you. Detect magic makes looting a room easier as well.
Prestidigitation is totally underrated and is useful for the reasons listed above.
Message is an incredibly useful cantrip as well, especially if you're filling in as the party's scout.
Silent image is great if you need to throw up an illusory screen for the party to hide behind. a 15 foot illusion of a stone wall, a tree or bush, a raging fire, etc.
Tasha's hideous laughter is excellent. Incapacitating an enemy with jokes can sometimes save the party.
Find familiar is great for arcane trickster and is almost essential.
When you get 2nd level spells Shadowblade is a serious damage booster. Mirror image can keep you alive really well.
Booming Blade/GFB are great because they work off your weapon attack not your spell attack. Being a High Elf means you don't need a ranged cantrip ( Longbow).
Having Shield as your level 3 spell and then Ritual caster as your level 4 feat means Familiar and Longbow with Cunning action hide and Shield on Reaction if someone shoots back at you.
If you take Haste at 14 then you get Bonus Action Hide, Hasted Attack, Sneak Attack, Ready Action Attack to attack after Familiar, Familiar help action for advantage, Readied attack, second sneak attack that round.
If they get close Booming Blade, Cunning Action and Run.
Im going to be building an AL Wood elf Arcane trickster/Ancestral guardian Barbarian. Primarily bow use. Dump stat Int, and just use Spells for utility and occasional damage, and allow ancestral guardians to be tank utility while you remain hard to reach.
Find familiar, and silent image can be used early to grant advantage, and mirror image adds to your evasiveness when something you hit does try and target you. When not raging, and especially at night, shadowblade can be a serious damage boost, and worthy of upcasting to 3rd. Getting Shield spell just adds to the kits durability. By end game should easily be able to hit 24 AC with just Ring/cloak of protection and a +1 shield. Letting you use your 45 base movement speed for melee or stay ranged for rage cheese.
Why barbarian at all as multiclass? Can't rage and cast or concentrate on spells. Rage damage doesn't work with bow attacks, as well.
Also, in 5e the tank role as it is in MMORPGs isn't really a thing. There isn't really a taunt button to spam.
For Arcane Tricksters in particular I'm a huge fan of the Grease spell; it's hard to imagine a spell more ideally suited to something that literally has trickster in the name. It's also just a good 1st level spell for crowd control, and prone enemies combine really well with a Rogue's sneak attacks.
As for races; a lot of the Small races make really good Rogues. If your DM will allow "monster" races from Volo's Guide then you've got Goblins and Kobolds as options.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
A few months ago my friend dared me to play a rogue with 8 Dexterity. We are now Level 11. What started out as a joke character has become somebody I now really enjoy playing. So much so that I have already mapped out my entire level 20 build. So without further ado I present to you....
Da Bestest Rogue Eva: Madgruck Fumblefingers
Do note this build uses the PHB, SCAG and Xanathars. This can't be helped as the Core spells I use for this build comes from SCAG and Xanathars. This build is best played when campaign starts off at level 4 or higher. If starting at level 1, hide behind the Wizard as he is most likely tankier than you.
Race: Mountain Dwarf (yup you read it right a freakin Mountain Dwarf)
Darkvision: 60 ft
Speed: 25 ft Heavy armor doesn't slow you down if you don't meet the Strength requirement (doesn't matter to us)
Dwarven Resilience (nice little bonus as you do see poison quite often)
Dwarwven Combat Training (not important)
Tool Proficiency: Brewer's Supplies (a rebel still likes a good breverage)
Stonecunning (not important either)
Languages: Common and Dwarvish
Proficiency with Light and Medium Armor
Really quick backstory: This guy is a rebel. He doesn't like it when people tell him what he can or cannot do. Dwarfs are supposed to live in mountains and mine precious stones and minerals. His response...go join the human navy. People say he is very suited to being a Fighter or maybe even a Cleric and that he was too dumb to pursue the path of a Wizard. His response is the monstrosity I am about to show you....
Ability Scores
Strength 17 (15+2 from racial modifier)
Dexterity 8 (yup thats right we gonna be a rogue with 8 Dexterity, deal with it)
Constitution 17 (15+2 from racial modifier)
Intelligence 8 (we are going to be a Arcane Trickster as well, what could possibly go wrong with 8 Intelligence)
Wisdom 14
Charisma 10
Background: Sailor (are you starting to get the theme here, this Dwarf is a freaking rebel!!!)
Athletics, Perception
Navigator's tools, vehicles (water)
Feature: Ship's Passage (could be important or totally useless depending on the campaign setting, it was useless in mine)
Alignment: Chaotic Good (because most Dwarves are Lawful Good, not Evil because his Momma raised him right)
Level 1
Roll for gold, buy normal gear, buy some medium armor, a component's pouch, a rapier and some javelins. Stay back and throw javelins. You have less AC than the Wizard with Mage Armor so feel free to hide behind that tanky spell slinger lol.
Skills: Acrobatics, Insight, Sleight of Hand, Stealth, Thieves' tools
Expertise: Acrobatics, Stealth
Sneak Attack 1d6
Thieves' Cant
Level 2
Cunning Action
Pretty much the same as level 1 except you can now try and run around a corner after you throw a javelin and Hide with your bonus action lol.
Level 3
Sneak Attack 2d6
Arcane Trickster Archetype gaining Mage Hand Legerdmain.
Cantrips: Booming Blade, Mage Hand, Green Flame Blade.
The problem with making a joke character, picking spells is gonna be a ***** because you have a pathetic spell DC but gave it my best go.
Spells: Shield (your one non illusion/enchant spell, pretty easy choice for now as you need the AC boost), Silent Image (this is actually not too bad if you put a bit of thought into it. For example you could use it to hide a doorway in a wall, or a small bridge, something that enemies might not bother paying too close attention to so your crappy spell check DC doesn't come into play), Sleep (not the best crowd control but it requires no saves so we'll take it).
Ok you can kinda start poking things with your Booming Blade Rapier to trigger some sweet sneak attacks, but remember to use your bonus action to disengage and run away like a wussy.
Level 4
ASI: take Heaviliy Armored feat (now we are cooking with gas!) go get some nice plate armor or whatever you can afford.
swap your Shield spell for Find Familiar. Use your Familiar's Help action to give yourself advantage on your attacks. Keep using Disengage to run away like a wussy for now. You are waiting for level 8 to pick up your Shield spell again. And you kinda want enemies to chase you to trigger more Boom.
Spells: Illusory Script (Possible out of combat use, kinda sucks we can't cast it as a ritual but until we pick up Shield again we are not using our level 1 spell slots for much).
Level 5
More Boom for your Buck
Sneak Attack 3d6
Uncanny Dodge
Level 6
Expertise: Sleight of Hand, Thieves's tools
Level 7
Sneak Attack 4d6
Evasion
Spells: Shadow Blade (you are going to be spamming this spell, most likely with your higher level spell slots as well).
Level 8
ASI: take Resilient (Constitution) feat
Spells: Shield (you could take Absorb Elements if elemental damage is bothering you more, we'll take whatever we didn't take here at level 14).
Level 9
Sneak Attack 5d6
Magical Ambush
Level 10
ASI: take Warcaster feat
Cantrips: Minor Illusion (You can take Prestidigitation if you prefer that instead)
Spells: Mirror Image (we probably won't cast it since it takes a Shadow Blade spell slot but its a nice defensive spell with no concentration required so good to have in your back pocket)
Now that we have Warcaster you can dual wield your rapier with Shadow Blade if you want to get in another attack with your bonus action but you are probably better off just spamming Booming/Green Flame Blades
Level 11
Even more Boom
Sneak Attack 6d6
Reliable Talent
Spells: Nystul's Magic Aura (could be useful outside of combat but I haven't used it at all yet, also requires no save or checks but like Mirror Image is a 2nd level spell so you probably won't cast it much if at all)
Level 12
ASI: take Moderately Armored (Strength) feat (no I am not high, we are taking this so we can start running around with a shield)
Level 13
Sneak Attack 7d6
Versatile Trickster
Spells: Major Image (very good option like Silent Image that with good planning can get around the low DC check)
Level 14
Spells: Absorb Elements (We could be taking something like Fireball or Counter Spell but Absorb Elements can keep you alive, so lets just leave the big aoe effects and counterspell wars to the full casters and we stick to our stabby stabby Boom Booms)
Blindsense
Level 15
Sneak Attack 8d6
Slippery Mind
Level 16
ASI: take Heavy Armor Master or Squat Nimbleness (Strength) feat
Spells: Phantom Steed (yup we are scrapping the bottom of the barrel with this one)
Level 17
The Boom is maxed
Sneak Attack 9d6
Spell Thief (will most likely fail but you never know lol)
Level 18
Elusive
Level 19
ASI: take Mobile or Lucky feat
Sneak Attack 10d6
Spells: Greater Invisibilty (pretty much the only spell at 4th level in Illusion/Enchanment that doesn't require a save or check)
Level 20
Stroke of Luck
Spells: Dimension Door (for those times when you just need to run away and not the Disengage type of run away, can also take a friend like the Cleric who can you can come back with later to resurrect the ones that didn't run away fast enough)
Finally you could swap Find Familiar with another spell after you get Versatile Trickster but I like having a scout.
I am really looking forward to level 12 so I can run around with a shield without worrying about opportunity attacks as much. Which frees up my bonus action to use Mage Hand or to Dash around. I managed to snag a +2 shield (coz nobody wanted it) to go with my +2 plate. Let me know what you guys think of my redonkulous build.
Since you are looking for sneak attack you may want to be throwing daggers or darts rather then javelins or hand axes. Unlike Dex rogues you want the finesse to use your strength score. Javelin are melee weapons not ranged for the purpose of sneak attack.
Also if not taking ASI you could take ritual caster wizard (your wisdom allows) rather then swapping out shield you get both that spell and find familiar. If you are hanging back out of range FF and shield are going to be more useful then moving from medium to plate. Ritual Caster also doubles the number of spells your AT will have access to.
Oh the throwing darts are a great idea thank you for suggesting it. To be totally honest I was not expecting this character to even survive to level 3 so the starting gear was a bit harebrained. Now that we are level 11 though I just throw my shadow blade at things I can't reach and re summon it with my bonus action. Ritual Caster is an interesting dilemma that I have pondered about before but with my party makeup (a Paladin, Ranger, Wizard and myself) I felt it best to optimize survival since healing is basically limited to potions, goodberries, lay on hands and short rests coz apparently 'spell slots are for smiting with' ( that is a direct quote from our Paladin). Although if our Ranger decides to pick up healing spirit at level 12, that could change the equation. But as of now I am more enticed by having a AC of 24 that can shoot up to 29.
Booming Blade is a solid option but it really depends on you getting advantage a lot. You will need that familiar to help you there or some other way of getting advantage. The chance to miss with just one roll is too high and you really want to land sneak attack damage each round. Booming blade means you are dumping all your damage into one hit because you can't even attack with an offhand after using it. It also depends on your enemy moving to get a damage boost in the early levels. In my experience that just doesn't happen that often. Make sure you get shadowblade as a spell at level 7. I would also highly recommend elven accuracy in this case. When you crit it is really awesome.
There are some interesting multiclass options for a booming blade build. A 3 level dip means you lose about 2D6, spell progression and rogue skills so it has to be worth it. 1) 3 level dip into artificer artillerist to get shield(and shield spell) and a bonus action attack/temp HP, infusions, and more spell selection. This is a tanky rogue option so Sentinel as a feat is also attractive. Opportunity attacks grant sneak attack damage. 2) 3 lvl fighter battlemaster. You get a shield, you get opportunity attack with riposte, action surge, self heal, fighting style. In both of these cases your damage per round remains relatively close to straight AT but you gain defense and greatly increase chance of using your reaction for an attack.
In my experience I tried booming blade but eventually switched to picking up crossbow expert to be able to attack twice. I still gain a benefit from getting advantage on my first hit with a familiar but my damage output is more consistent and at range. When I hit with my first shot I can still use my bonus action in other ways but I usually just shoot again. When going ranged sharpshooter becomes a serious option and so does other multiclassing options that can give you an extra attack and archery fighting style.
Multiclassing is really not needed for a AT but it is fun. You get a lot of feats so you can customize within the class well. The new UA feats will help even more with that.
Yea, missing your Booming Blade is soul wrenching. Sometimes the dice gods just hate you. However if we go into multiclass territory I would consider Eldritch Knight because it fits into the theme of being a 1/3rd caster just like the Arcane Trickster.
For a build like that I would go 8-9 levels Fighter up front depending on whether or not you want indomitable. Then go Arcane Trickster the rest of the way. 8 levels in EK Fighter grants you 3 ASI to max your Dex and get Warcaster. Most importantly it gets you War Magic at lvl 7 which makes missing your Booming Blade less painful as you still get a attack with your bonus action to try trigger sneak attack (need somebody to also be in melee range with you though). You can also pick up Shadow Blade at lvl 8.
The Cons of this build is that you lose a bit of sneak attack damage, access to 3rd and 4th level spells and some of the higher Rogue stuff like Elusive and Slippery Mind. But the Pros is you get Action Surge, War Magic and you can start off with a sword and board with Defense fighting style to have a pretty decent AC even with just studded leather armor. Shield and Absorb Elements spells will also do wonders for your survivability. And if you find yourself with no advantage and no bonus action you can always just swing twice.
For the Elven Accuracy fans you can go Shadar Kai Elf, but personally for something like this I would go Stout Halfling because lets be honest, who doesn't love giving the middle finger to those nat 1s.
I highly suggest getting shrink. Especially as a Gnome. just make sure your weight doesnt exceed 40lbs. it basically becomes a cheap version of Fly. Seeing as you can pick yourself up with your mage hand and move yourself around using your bonus action.