The ninth level subclass feature is more a "shore up" of an anemic spell DC, and even then, your choices of spells for save-or-suck seem like you're having to choose to be a weak and narrow wizard today, or a somewhat weak rogue the two just don't seem to work well together. Once you have Mage Hand Legerdemain, does it really offer much anymore? It seems like other rogue subclasses offer better synergy with the base rogue chassis, making it more worthwhile to stick in rogue, while Arcane Trickster offers spells that don't synergize well with being a rogue, and offers them slowly, so you're getting features that don't do as much for you. What exactly is the question being asked here? Whether Arcane Trickster competes well against other Rogues, or against other classes like Warlock?Both, I guess. Pure arcane trickster is a rogue relying mostly on rogue stuff but which does open up a few tricks and a lot of different magic items (as a spell caster with access to wizard scrolls). So taking Ritual Caster for example which was a big part of the benefit of the Wizard dip you never took. You then get a lot of ASI packed close together in levels, that is when you can probably start to back-fill things you are missing with feats. Playing it this way its all about getting those Rogue class features earlier and getting to level 9 when you can get the save benefit from hiding. Its a way to get that precious familiar without having to take a dip for it. If your game has reasonably available spell scrolls you can use all wizard scrolls (they are on your spell list) which adds huge flexibility and really reduces the value of the Wizard dip. You will be imposing disadvantage on saves at level 9 so a low level save or suck can be worth it here - I do love Web but there are other options. At level 7 you get 2nd level spells and the spell you learn at 8th can once again be from any school. As for being able to hang in there you should be able to manage that with some combination of Uncanny Dodge and Shield spell. You can Steady Aim to get advantage or you can hit them and BA disengage leaving them no good options. I'm finding the melee options with sneak attack, cunning action and booming blade are lovely. Arcane Trickster can take that to another level. Rogues already have a lot of utility and durability. Am I underestimating some features of rogue? Some possible spell choices?OK so in all honesty I do prefer to take the Wizard dip for ritual spells and the wider spell choice but here we go. Heck, a full four levels into warlock for pact of the chain and another feat seems better than even nine levels of arcane trickster. And a warlock or diviner dip for broader spells or a few invocations seems tempting. Maybe disguise self? If you're a conman rather than a sneak thief? They don't even seem to synergies well with rogue stuff. They get a very narrow set of spells to choose from, and are stuck with a small number of castings of first level ones until level 9. The mage hand legerdemain is great, and getting Telekinesis at fourth level to extend the range and remove comments is nice, but past that.
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