So my group of friends are preparing for a new campaign, and I’ve made the decision to play a Changeling Rogue. I want to play an arcane trickster as well, but really don’t know how to get the best out of it spells and cantrips wise. I’m also kinda new to how “learning” your spells works from level to level. If it helps at all I plan on being a more stereotypical knives and swords type rogue.
First of all, make sure you purchase the subclass.
2nd, legally the arcane trickster can only take enchantment and illusion schoold & taking from other schools only on specific levels but the character sheet can't enforce that so you need to be aware but honestly that's fine for you. You're not a bladesinger. You're not a caster fighter. You're still a rogue that uses your magic to enhance your rogue-ing. You'll be using spells like invisibility, hypnotic pattern, hold person, sleep (only at low levels. It doesn't scale well).
Unless you have a perfectly positioned group to set up a fireball most of your spells should be used to support yourself or your group (invisibility or disguise self), debuff enemies (hold person or hypnotic pattern) or in general utility spells like minor illusion/silent image/etc.
For the most part, self buff spells don't need a high spell DC (unless your disguise self spell is being scrutinized but you're charming. It shouldnt get that far :p) although the debuff spells do need them and if you want that hold person to stick for automatic crits you'll need a decent one but its not as required as main casters. Dex is still your main stat.
For cantrip youre good. You automatically get the mage hand cantrip (and its invisible, unlike other casters) and you can take 2. I'm sure from any class. Personally id take 1x range because you never know when a good range is needed and 1x utility cuz of everything I wrote above although green flame blade & booming blade (and disengaging) is right up a rogue's alley but don't expect your Dm have the monster fall for it every round with every guy.
Depending on both your size and play style look into different utility cantrips. You need to be creative and cunning. I say size only for things like minor illusion you can make a 5'x5' bush or barrel appear any where and even though "medium" is still 5'x5' its easier to tell your DM your halfling is in the barrel than saying your goliath is completly covered by the illusion.
You also have things like mold earth or message to report back to the group while you're scouting. Play around.
Arcane Tricksters are one of my absolute favorite character types. I haven't gotten the chance to play one in a long campaign yet, but I've done a lot of design and building with them and played them in a few one-shots here and there. There's a few different schools of thought with them, but for the most part Noxx is correct - an Arcane Trickster's magic is limited and not really well-suited to direct damage blasty spells. There's a single very potent exception, but we'll get into that later.
You say you're new to "learning" spells as you level up. I assume this is as opposed to preparing them, like a cleric or paladin? learning fixed spells (what the community likes to call a "spontaneous caster" sometimes) is fortunately easy. Whenever you level up, if the number in the "spells known" column of the Arcane Trickster Spells table in the PHB is higher than the number of spells you know, add a new spell of your choice to your character (within the Arcane Trickster's limitations). It can be of any spell level you have a slot to cast with. Think of your spells as being like the racial spells for tieflings, certain elves, or other species - you just know them, they're tattooed on your brain, and as long as you've got the slot to burn you can bust them out whenever you like. No daily routine needed, no special repository of spells. It's like modern video games that offer you a choice of new abilities when you achieve a new level - pick one and enjoy. You can switch out one (1) of your tattooed-on-your-brain spells when you level up as well.
As an example, let's say your changeling reaches level 7. Huzzah! You now have access to second-level magic! As a 6th-level Arcane Trickster you know four total spells, but at 7th level the column says you know five spells, so you get to add a new one. That spell can be second-level now, since you have second-level spell slots to cast with, and you opt for Mirror Image because it's one of the most awesomeballs defensive spells in the game and it works especially well for high-Dexterity Arcane Tricksters who like to mix it up with blades on the front line. Simply add Mirror Image to your Spells Known on your sheet, and bam - you're good.
But you've also decided that whichever Internet doof told you Disguise Self was actually really good for changelings was a boner, and you don't want that spell anymore. When you hit seventh level and are in the process of doing your level-up stuff - and at no other time, save your next level-up - you can take Disguise Self off your character's sheet and replace it with a new spell you're qualified to take. It still has to be Illusion or Enchantment because Arcane Trickster, but you qualify for second-level magic now, so you decide to take Invisibility over Disguise Self instead, because what self-respecting Arcane Trickster doesn't want Invisibility? You can totally do that!
Now, cantrips are a different thing entirely. Once you choose a cantrip, it's yours forever. You can't ever change it unless your DM gives you permission to do so, and some DMs are sticks about that. Tricksters only get four cantrips ever, and one of them has to be Mage Hand. That's fine because Trickster Mage Hand is freaking great and half the reason to play the class, but it does mean you have to be careful with your other choices. Noxx is right, Tricksters generally want cool utility cantrips, but there's one exception.
Green-Flame Blade and Booming Blade both augment your melee attacks, so long as you only make one attack per turn. Most frontline fighty classes don't like giving up their Extra Attack for these spells, but you're a rogue. You only ever get one high-value attack a turn anyways, and these cantrips both add extra magical damage and spell effects on top of that one attack without interfering with your Sneak Attack. They're a straight-up direct buff to your damage and make fantastic choices for augmenting your combat prowess on a Trickster. Note, however, that neither spell is remotely stealthy. One of them sheathes your sword in a shower of arcane flames, and the other is literally named "BOOMING" Blade. These are for when stealth is busted and it's time to scrap, not for sneaky-sneaks.
There's a good chunk of nuance with Arcane Tricksters, and I could talk about them all day. But instead of doing that and bloating this reply even higher, I'll instead link you to an Arcane Trickster I made that won a build design contest a few months back. Build Throwdowns have a lot of cool ideas in them, and generally all nicelyt explained by the builders. Might help to see an example. If not? Apologies, and hopefully some of the words up top were more helpful than this. Nevertheless: Aine, Avandra's Blade, from the 'Gish' Throwdown.
EDIT: Aaand I forgot that it wasn't until later Throwdowns that I started doing more detailed per-tier breakdowns. Ugh. Sorry. Here, the sheet for the rogue in question. It is max level, sadly, but it illustrates some of what the Throwdown post was talking about: Aine's Throwdown character sheet
But you've also decided that whichever Internet doof told you Disguise Self was actually really good for changelings was a boner, and you don't want that spell anymore.
Welp. In my defense, I just woke up and was still half asleep with a toddler jumping on my head. I was giving *GENERAL* arcane trickster advice. I also remembered that he said changeling after I already posted it. Said "Oh well, I'm sure a changeling would realize he doesn't need it (or maybe he does for the outfits?) and make his own educated decision not to take it?" and just closed my eyes for another valuable few seconds.
ALSO I did forget to add that having a magical range attack (cantrip) is useful but another pro of having GFB or BB over firebolt/any other attack cantrip OR even a leveled DAMAGE spell is that only (finesse/ranged) WEAPON attacks trigger sneak attack (without DM fiat) which adds to the buffs/debuffs spell list and not an overly offensive one.
To be fair, had I continued writing the post I was originalluy going to, I was going to recommend Disguise Self myself, and thus prove myself to be the Internet doof in question.
I actually believe Disguise Self is even more valid for changelings than it is for regular Tricksters, because of a trick Sutlo (I think it was Sutlo?) pulled in the Magus Throwdown. Changelings can alter their bodies, change their genders, proportions, voices, and everything else - but they cannot alter their clothing. Sutlo created a changeling warlock with Mask of Many Faces who used Disguise Self to ensure he/she/it/them were always dressed appropriately for their form.
Take on the face and voice of a high-ranking nobleman but lack the few hundred spare gold to get a noble outfit? Disguise Self! Take on the appearance of a lowly street beggar, but don't want to mug an actual street beggar for their Authentic Beggar Rags? Disguise Self! Take on the appearance of a fiery demon lord of the Pit to terrify the **** out of people, but don't have the fire resistance needed to wear a half-molten spiked thong? Disguise Self!
Disguise Self helps a changeling complete their disguise in a way their powers alone can't quite do. A changeling with Disguise Self and the Actor feat is basically impossible to discern as anything but what they're passing themselves off to be. The perfect social infiltrator. Now yes, you can do similar things with a Hat of Disguise or glamoured studded leather, but not everybody has those or can make them, and until then? Disguise Self does the job.
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So my group of friends are preparing for a new campaign, and I’ve made the decision to play a Changeling Rogue. I want to play an arcane trickster as well, but really don’t know how to get the best out of it spells and cantrips wise. I’m also kinda new to how “learning” your spells works from level to level. If it helps at all I plan on being a more stereotypical knives and swords type rogue.
First of all, make sure you purchase the subclass.
2nd, legally the arcane trickster can only take enchantment and illusion schoold & taking from other schools only on specific levels but the character sheet can't enforce that so you need to be aware but honestly that's fine for you. You're not a bladesinger. You're not a caster fighter. You're still a rogue that uses your magic to enhance your rogue-ing. You'll be using spells like invisibility, hypnotic pattern, hold person, sleep (only at low levels. It doesn't scale well).
Unless you have a perfectly positioned group to set up a fireball most of your spells should be used to support yourself or your group (invisibility or disguise self), debuff enemies (hold person or hypnotic pattern) or in general utility spells like minor illusion/silent image/etc.
For the most part, self buff spells don't need a high spell DC (unless your disguise self spell is being scrutinized but you're charming. It shouldnt get that far :p) although the debuff spells do need them and if you want that hold person to stick for automatic crits you'll need a decent one but its not as required as main casters. Dex is still your main stat.
For cantrip youre good. You automatically get the mage hand cantrip (and its invisible, unlike other casters) and you can take 2. I'm sure from any class. Personally id take 1x range because you never know when a good range is needed and 1x utility cuz of everything I wrote above although green flame blade & booming blade (and disengaging) is right up a rogue's alley but don't expect your Dm have the monster fall for it every round with every guy.
Depending on both your size and play style look into different utility cantrips. You need to be creative and cunning. I say size only for things like minor illusion you can make a 5'x5' bush or barrel appear any where and even though "medium" is still 5'x5' its easier to tell your DM your halfling is in the barrel than saying your goliath is completly covered by the illusion.
You also have things like mold earth or message to report back to the group while you're scouting. Play around.
Welcome to the forum, Malus.
Arcane Tricksters are one of my absolute favorite character types. I haven't gotten the chance to play one in a long campaign yet, but I've done a lot of design and building with them and played them in a few one-shots here and there. There's a few different schools of thought with them, but for the most part Noxx is correct - an Arcane Trickster's magic is limited and not really well-suited to direct damage blasty spells. There's a single very potent exception, but we'll get into that later.
You say you're new to "learning" spells as you level up. I assume this is as opposed to preparing them, like a cleric or paladin? learning fixed spells (what the community likes to call a "spontaneous caster" sometimes) is fortunately easy. Whenever you level up, if the number in the "spells known" column of the Arcane Trickster Spells table in the PHB is higher than the number of spells you know, add a new spell of your choice to your character (within the Arcane Trickster's limitations). It can be of any spell level you have a slot to cast with. Think of your spells as being like the racial spells for tieflings, certain elves, or other species - you just know them, they're tattooed on your brain, and as long as you've got the slot to burn you can bust them out whenever you like. No daily routine needed, no special repository of spells. It's like modern video games that offer you a choice of new abilities when you achieve a new level - pick one and enjoy. You can switch out one (1) of your tattooed-on-your-brain spells when you level up as well.
As an example, let's say your changeling reaches level 7. Huzzah! You now have access to second-level magic! As a 6th-level Arcane Trickster you know four total spells, but at 7th level the column says you know five spells, so you get to add a new one. That spell can be second-level now, since you have second-level spell slots to cast with, and you opt for Mirror Image because it's one of the most awesomeballs defensive spells in the game and it works especially well for high-Dexterity Arcane Tricksters who like to mix it up with blades on the front line. Simply add Mirror Image to your Spells Known on your sheet, and bam - you're good.
But you've also decided that whichever Internet doof told you Disguise Self was actually really good for changelings was a boner, and you don't want that spell anymore. When you hit seventh level and are in the process of doing your level-up stuff - and at no other time, save your next level-up - you can take Disguise Self off your character's sheet and replace it with a new spell you're qualified to take. It still has to be Illusion or Enchantment because Arcane Trickster, but you qualify for second-level magic now, so you decide to take Invisibility over Disguise Self instead, because what self-respecting Arcane Trickster doesn't want Invisibility? You can totally do that!
Now, cantrips are a different thing entirely. Once you choose a cantrip, it's yours forever. You can't ever change it unless your DM gives you permission to do so, and some DMs are sticks about that. Tricksters only get four cantrips ever, and one of them has to be Mage Hand. That's fine because Trickster Mage Hand is freaking great and half the reason to play the class, but it does mean you have to be careful with your other choices. Noxx is right, Tricksters generally want cool utility cantrips, but there's one exception.
Green-Flame Blade and Booming Blade both augment your melee attacks, so long as you only make one attack per turn. Most frontline fighty classes don't like giving up their Extra Attack for these spells, but you're a rogue. You only ever get one high-value attack a turn anyways, and these cantrips both add extra magical damage and spell effects on top of that one attack without interfering with your Sneak Attack. They're a straight-up direct buff to your damage and make fantastic choices for augmenting your combat prowess on a Trickster. Note, however, that neither spell is remotely stealthy. One of them sheathes your sword in a shower of arcane flames, and the other is literally named "BOOMING" Blade. These are for when stealth is busted and it's time to scrap, not for sneaky-sneaks.
There's a good chunk of nuance with Arcane Tricksters, and I could talk about them all day.
But instead of doing that and bloating this reply even higher, I'll instead link you to an Arcane Trickster I made that won a build design contest a few months back. Build Throwdowns have a lot of cool ideas in them, and generally all nicelyt explained by the builders. Might help to see an example. If not? Apologies, and hopefully some of the words up top were more helpful than this. Nevertheless: Aine, Avandra's Blade, from the 'Gish' Throwdown.
EDIT: Aaand I forgot that it wasn't until later Throwdowns that I started doing more detailed per-tier breakdowns. Ugh. Sorry. Here, the sheet for the rogue in question. It is max level, sadly, but it illustrates some of what the Throwdown post was talking about: Aine's Throwdown character sheetPlease do not contact or message me.
Welp. In my defense, I just woke up and was still half asleep with a toddler jumping on my head. I was giving *GENERAL* arcane trickster advice. I also remembered that he said changeling after I already posted it. Said "Oh well, I'm sure a changeling would realize he doesn't need it (or maybe he does for the outfits?) and make his own educated decision not to take it?" and just closed my eyes for another valuable few seconds.
ALSO I did forget to add that having a magical range attack (cantrip) is useful but another pro of having GFB or BB over firebolt/any other attack cantrip OR even a leveled DAMAGE spell is that only (finesse/ranged) WEAPON attacks trigger sneak attack (without DM fiat) which adds to the buffs/debuffs spell list and not an overly offensive one.
To be fair, had I continued writing the post I was originalluy going to, I was going to recommend Disguise Self myself, and thus prove myself to be the Internet doof in question.
I actually believe Disguise Self is even more valid for changelings than it is for regular Tricksters, because of a trick Sutlo (I think it was Sutlo?) pulled in the Magus Throwdown. Changelings can alter their bodies, change their genders, proportions, voices, and everything else - but they cannot alter their clothing. Sutlo created a changeling warlock with Mask of Many Faces who used Disguise Self to ensure he/she/it/them were always dressed appropriately for their form.
Take on the face and voice of a high-ranking nobleman but lack the few hundred spare gold to get a noble outfit? Disguise Self!
Take on the appearance of a lowly street beggar, but don't want to mug an actual street beggar for their Authentic Beggar Rags? Disguise Self!
Take on the appearance of a fiery demon lord of the Pit to terrify the **** out of people, but don't have the fire resistance needed to wear a half-molten spiked thong? Disguise Self!
Disguise Self helps a changeling complete their disguise in a way their powers alone can't quite do. A changeling with Disguise Self and the Actor feat is basically impossible to discern as anything but what they're passing themselves off to be. The perfect social infiltrator. Now yes, you can do similar things with a Hat of Disguise or glamoured studded leather, but not everybody has those or can make them, and until then? Disguise Self does the job.
Please do not contact or message me.