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  1. - Top - End - #1
    Troll in the Playground
     
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    May 2015
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    Default Magique Filou: The Arcane Trickster's Guide


    Spoiler: Rambling and ranting
    Show
    After my Eldritch Knight guide, I was pretty sure I was going to do another about the Arcane Trickster, the magical rogue, the invisible pickpocket, the great Booming Blader! 1/3 casters combine all the coolness and martial prowess I take as my favorite thing in characters.

    There's stuff in this guide that's good for any Rogue player, since I'm not going for hard numbers or abusing specific class features. Feel free.

    I’ve done away with color ratings this time. Too much effort for too much subjectivity and heckling in the comments. Some choices are better than others. When they’re obviously good or obviously bad, the text is pretty clear.


    SUMMARY
    Roles
    Stats
    Races
    Weapon styles
    Class features
    Skills
    Spells
    Feats
    Multiclass
    General strategy
    Sample builds

    WHEN SHOULD YOU PLAY AN ARCANE TRICKSTER
    - If you want to be good at stuff: When it comes to skill, only a selected few can match the Rogue, and with Arcane Trickster’s spells in the mix, you can do stuff more easily or much more interestingly.
    - If you want a more diverse Rogue: Thieves, Assassins and Swashbucklers have their own merits, but once you figure out their modus operanti, you could get bored with them. Arcane Trickster screams variety: there’s always something new you can do, and there are always fresh ideas to be explored.
    - If you want to get cool stuff at every level: Level 5 Rogues get Uncanny Dodge; you get Uncanny Dodge and more spells! Level 7 Rogues get Evasion; you get Evasion and 2nd-level spells! Level 14 Rogues get Blindsense; you get Blindsense and a kickass 3rd-level spell. There’s never a dull level in the AT career.

    WHEN SHOULDN’T YOU PLAY AN ARCANE TRICKSTER
    - If you need the baddest damage: You won’t ever be behind in damage, but you won’t be the best. Other archetypes can deal damage more efficiently, and other classes can do it better.
    - If you want a sneaky caster: Bards and Druids are probably what you want.
    _______________________________________

    Let’s start talking about
    ROLES

    These are the things each character can do well. As an Arcane Trickster, this is what you need to be:

    • Striker: This is the guy that deals high amounts of damage to a single target at a time. Whatever you do, this needs to be covered. As a rogue, you already have the bases for that (Sneak Attack and Cunning Action) covered. The main tools the AT brings to the table in this aspect are Booming Blade and Versatile Trickster, but some other spells can be of help. Multiclassing and feats are good here.

    • Skillmonkey: With 4 class skills, Expertise, Reliable Talent and spells, others will expect you to solve exploration and interaction problems for them. This role has many subdivisions, but as long as you excel in at least one of these you’re good to go.
    Note that the value of each of these roles is campaign-dependant; in a classical dungeon crawl, there’s not much value in being a face, for example.

    Brain
    Skills you need: Arcana, History
    Skills you want: Nature, Religion
    Stat to raise: Intelligence

    Face
    Skills you need: Deception/Persuasion, Insight
    Skills you want: Persuasion/Deception, Intimidation
    Stat to raise: Charisma

    Scout/Thief
    Skills you need: Stealth, Perception
    Skills you want: Sleight of Hand
    Stat to raise: Wisdom

    Trapsmith
    Skills you need: Perception, Investigation, Thieves’ Tools
    Skills you want: Arcana
    Stat to raise: Wisdom

    Wildman
    Skills you need: Survival, Perception
    Skills you want: Nature, Herbalism Kit
    Stat to raise: Wisdom

    Whatever happens, these two roles must be covered by you, or there’s a high chance you’ll be a liability to the party.

    Other optional roles for you are:

    • Controller: This is the guy that debuffs, locks and annoys the enemy in general. You can kinda do this before level 9, and after that you can be very good at it. With spells like Hold Person, Suggestion and Hypnotic Pattern, you can wreck an encounter under the right circumstances.

    • Tank: this is the guy that diverts the enemy’s attention to keep other party members safe. Depending on your party, you may be shoehorned into this role. You’ll need a high Constitution (more than 14) and good AC, but with Cunning Action, Uncanny Dodge and Evasion on your pocket, you should do well despite lacking a higher Hit Dice. Spells like Mirror Image and Blur become the order of the day.

    STATS

    • Strength: This is either whatever or garbage for Arcane Tricksters. The exceptions are STR-based rogues who want to focus on grappling/shoving, in which case they may want this higher than DEX. I wouldn’t advise that unless you really know what you’re planning to do, but more on that later.
    • Dexterity: The end-all, be-all of rogues. This governs initiative (going first never hurts if you can Ready an action), DEX saves (in which you shine), attack rolls (you don’t want to miss that backstab), damage rolls and important skills/ tools. Make sure you start with at least 15 here (16 would be correct, but sometimes you want a race that doesn’t give a DEX bonus).
    • Constitution: Important in everyone’s life, and you’re no different. Aim to start with 14, or at the very least 12. At higher levels, your concentration spells will also rely on it.
    • Intelligence: This tells you how good your knowledge skills and spells are, both in terms of veracity (for illusions), difficulty (for enchantment), and something else for most others. Note that it is possible to play a low-Intelligence AT, but that diminishes both your worthwhile spells and the value of Magical Ambush significantly. More on that later.
    • Wisdom: Not vital, but with important skills like Perception and Insight and an important save tied to it, you don’t want it on the red. 10 to 12 should be fine.
    • Charisma: Ask yourself two questions: 1) Do I want to be the face of this party? 2) Am I interested in multiclassing towards a CHA caster? If yes for both, aim for 14; if yes for the first; a 12 and Expertise get you there; otherwise, dump it.

    RACES

    • Aarakocra (EE): Well, +2DEX and at-will flight sell this easily… but it’s DM dependent.

    • Aasimar (DMG): CHA and WIS? Meh. The rest is not enough to justify picking it.

    Aasimar (Volo's): +2CHA blows, but the rest (darkvision, two resistances, some minor healing per long rest and a cantrip) is ok. Only consider these if you have some use for CHA.
    • Protector: Wisdom is not cool, but extra damage equal to your level and flight are decent.
    • Scourge: Pretty much the same as above, but with CON and no flight.
    • Fallen: STR and a fear effect. Don’t bother.

    • Dragonborn: Nope. “But what if...” Nope.

    Dwarves: +2 CON, darkvision and poison resistance are good, but not much else is.
    • Hill: WIS boost, and more HP. Nothing you can’t live without.
    • Mountain: This is probably the best race for a STR Rogue, because it gives you medium armor without needing to spend a feat on it. Otherwise, pass.
    • Duergar: Unless you're in an Underdark campaign, sunlight sensitivity will wreck you. A shame, since the spell-like abilities are nice.

    Elves: A DEX race with charm resistance, darkvision and a bonus skill. So far, awesome.
    • High Elf: Your key stats are covered with +1 to INT, and a bonus cantrip is hard to turn down. Solid. Also longbows.
    • Wood Elf: +1 WIS, which isn’t great, but hiding within natural phenomena and moving faster is great. Plus, longbow!
    • Drow: +1 CHA and sunlight sensitivity... damn. The bonus spells are indeed nice, though. The longer you intend to be underground, the better this is.
    • Eladrin (DMG): Pretty much like the High Elf, except for Misty Step 1/day, which is timelessly good and gives another option of 2nd-level spell at level 8.

    • Firbolg (Volo's): +2WIS and +1STR, meh. Detect Magic and Disguise Self? Cool. Short rest invisibility? Decent. A good race except for the starting stats.

    Genasi (EE): +2 to CON? Good start. Let’s look at the rest:
    • Air: +1 DEX and Levitate make this a perfect fit for archers, who usually want to avoid melee.
    • Earth: +1 to STR and avoiding rocky difficult terrain... sad. But Pass Without Trace is a massive spell for a Rogue, so I can’t color this red.
    • Fire: +1 to INT, resistance to the ubiquitous fire, darkvision and some bonus evocation based on CON (which isn’t bad for you). Very nice overall.
    • Water: WIS and resistance to acid. I'd rather not.

    Gnomes: +2INT, darkvision and advantage on 3 magic saves? Works for me.
    • Forest: More DEX is good, obviously. Talking to animals can be great or useless. But definitely not a bad choice.
    • Rock: More CON is good for all builds. Take History, obviously.
    • Deep: +CON, a stealth bonus in rocky terrain, and improved darkvision. Could go either way.

    • Goliath: For STR builds? Sure. Others, look away.

    Halfling: +2DEX, rerolling 1’s and advantage against fear effects are good, but they lack darkvision unlike most small races.
    • Lightfoot: +CHA, and hiding behind creatures larger than you. Who needs trees and alleys when you have a Human around?
    • Stout: +1 CON and resistance to poison. If you thought about being a dwarf, this is probably what you really want.
    • Ghostwise (SCAG): +1WIS, and telepathy. If you're going for a WIS multiclass, could be flavorful.

    • Half-Elf: +2CHA and +1 to any other two stats (which should be DEX and INT, or DEX and CON if you’re more worried about survival). This along with Darkvision, Fey Ancestry and TWO bonus skills. Anyone thinking about a CHA multiclass or being the party face should strongly consider it.

    • Half-Orc: +2STR, +1CON, better crits, Intimidation and negating death once a day. Only worth considering for STR builds.

    • Human: +1 to all stats. If you rolled stats and have a lot of odd numbers, this could help, otherwise aim for...
    • Human (Variant): Now we're talking. A bonus skill is always good, and a feat (suggestions later) is perfect for everyone. You’re no different.

    • Kenku (Volo's): Nothing going on with this race that a Half-Elf couldn't give you, without the hassle of mimicking everything.

    • Lizardfolk (Volo's): +2 CON and +1 WIS. The main draw of these guys is the permanent ‘Mage Armor’ AC, which is a bit better than studded leather. But I'm guessing swimming and biting won't come up too much.

    • Tabaxi (Volo's): DEX and CHA, can’t complain. That bonus speed makes sure there's always something for you to smack on the field, or that you can flee safely. For those who want to run like the wind.

    • Tiefling: CHA and INT. Could be better. Darkvision, fire resistance and bonus spells are good, though.
    • Feral Tiefling (SCAG): This variant gives you +2DEX instead of +2CHA; now you have the perfect AT stats. Just watch for your bonus spells, as they will still rely on CHA. If you also manage to get the Winged variant, do it.

    • Triton (Volo's): STR, CHA and CON, and the rest is water-oriented. Probably not.

    You can't go wrong with a race that boosts DEX, whereas a race that doesn't boost DEX needs a strong reason to be picked. About darkvision: you definitely want a race with darkvision, but your party also dictates how important this is. If everyone sees in the dark, don’t be the guy who doesn’t. If there are some humans and halflings, though, it becomes less important.

    WEAPON STYLES

    Depending on your party and objective in the field of battle, you’ll pick one weapon over another. These are the ups and downs of each style. Obviously, these aren’t either/or; if you’re in melee and can’t handle it, for instance, moving to range is a good idea.

    MELEE
    • Rapier – d8 finesse, the standard single-weapon setup. Can’t go wrong with it. Even if you’re STR-based, you still need to use a finesse weapon to deliver Sneak Attack, and this is it.
    • Shortsword (2) – d6 damage, but allows for eventual dual-wielding. Notice that Booming Blade won’t work with two weapons, though. You’ll only want to dual-wield when you’re facing high AC enemies and you’ll need some assurance in case your first attack misses. As a rule of thumb, if you know there’s less than 40% chance of hitting your opponent, you’re probably better off without Booming Blade and using two attacks instead.
    • Shortsword + Dagger – Same as above, except you have a thrown weapon if needed. Season to taste.
    • Whip – If you have the proficiency, it's d4 damage, but with reach. This makes a Booming Blade setup much more valuable against no-reach enemies, but you’ll need Spell Sniper to use the cantrip beyond 5 feet.

    RANGE
    • Shortbow – the standard range weapon, but worse damage than a light crossbow.
    • Longbow – For elves and those who multiclassed Fighter/Ranger; d8 damage and the best weapon range in the game.
    • Light crossbow – A bit more damage than the shortbow. If you’re taking Crossbow Expert, this is the standard choice for its good range.
    • Hand crossbow – The only reason to use this over a light one is if you don’t want to drop your melee weapon while firing from it. Notice that you still need a free hand to reload it.
    • Heavy crossbow – If you’re not small and you obtained proficiency with martial weapons somehow, this is as good as crossbows get damage and range-wise. Enjoy.
    Last edited by Specter; 2018-07-03 at 03:45 PM.

  2. - Top - End - #2
    Troll in the Playground
     
    Specter's Avatar

    Join Date
    May 2015
    Location
    Brazil

    Default Re: Magique Filou: The Arcane Trickster's Guide

    CLASS FEATURES

    • Expertise – What makes you better than the rest skill-wise. Be focused: find out what you really want to do well, and focus on those things. The ‘roles’ section above should give you a good idea. At level 6, when you get two more, you should have a good idea of what is best for the game you’re playing.
    • Sneak Attack – What makes you threatening on the battlefield (well, the main thing). You need a finesse/ranged weapon, and either advantage or an ally near your target to kick this in, so you need to be strategizing while your buddies are taking their turns. Attacking without this is generally a waste, so plan accordingly.
    • Thieves’ Cant – If there’s another rogue in the party, you can talk in code all day easily. Otherwise, you’ll use this in some rare social settings.
    • Cunning Action – Bonus action, dash, hide or disengage. The first is to either close in or move away from foes; fear no distance. The second removes you as a target from the field, gives you advantage on your next attack; the last is to avoid opportunity attacks, and most likely change targets/goad the enemy into triggering Booming Blade. All of these are very welcome to your sneak attacking self.
    • Spellcasting: What makes you you, and not a Thief. Discussed below.
    • Mage Hand Legerdemain: this makes you the best pickpocket in the game, and also the trapsmith least likely to hurt himself in the job. Value that sweet little spectral hand.
    • Ability Score Improvements: DEX is the priority; you should have this maxed by level 10. After that come essential feats, then INT/CON, and then any filler feat you may want.
    • Uncanny Dodge: Oh yeah. A critical hit becomes a regular hit, and a regular hit becomes a meh hit. Notice that if many enemies are targeting you with attacks, you’ll want to save this for the baddest among them. Valid not only for weapon attacks, but also spells like Fire Bolt and Chromatic Orb.
    • Evasion: A failed DEX save gives you meh damage, and a successful one gives you no damage. Dragons have nothing on you, my son. To make the most out of this, stay behind cover as much as possible, especially if that cover is an enemy. Also, if the Sorcerer needs to drop a Wall of Fire, there will be no hard feelings if you’re in it.
    • Magical Ambush: Now you can show those Wizards how to really Hold a Person. Any time you see a hiding place in the board, plan around it, because disadvantage on a save can really turn the tide for your party. The ‘spells’ section should give you good ideas on how to maximize this.
    Spoiler: quickmaffs
    Show
    Your save DC is 8 + your casting stat + your proficiency bonus. For the sake of argument, let's assume you're a 9th-level Arcane Trickster with 12 INT, so that's 13. If you're casting Tasha's at a 9th-level Cleric with maxed WIS and proficiency on his save, he'd normally have 15% chance of failing his save. Throw in disadvantage, and it's a 27,75% chance.

    This is, of course, considering someone good at the save. If you cast it at another Rogue that has only a +1 to WIS, that's 55% chance of failing normally... And 79,75% with Magical Ambush. You can imagine where it goes from here with higher INT and proficiency.

    • Reliable Talent: Proficient skill rolls are never lower than 10, even with disadvantage! Under normal circumstances, that’s an effective +2.25 boost to your skills, and that requires no explanation.
    • Versatile Trickster: If sneak attacking is a no-go or dudes have too much AC, rely on the good ol’ naughty hand. Just remember to have it cast before combat, if possible, or it will eat up your action.
    • Blindsense: Melee invisible foes can’t hide when you’re nearby. You might also discover someone hidden without looking, but not much else comes in handy. They could have at least given it a bigger range.
    • Slippery Mind: Free WIS saving throw proficiency? Don’t mind if I do! If you also took Resilient (CON), you are now proficient in all big three saves. Only Monks and Paladins have it better than us, folks!
    • Spell Thief: This one is tricky to pull off; enemy casters will usually be proficient in their spellcasting saves, and it requires some way of knowing what spell is going to be cast, or you could end up with some junk knowledge in your pocket (or, if it’s of a higher level than you can cast, you’d just avoid the spell). But if you know your enemy will be casting a low-level spell, then you can turn his poison against him, or at least block him from casting it again. In general, save it for the nasty times or when you’re sure it will work. It’s only once a day!
    • Elusive: No more advantage against you. Invisible foes and Barbarians hate you now. So let’s recap: Uncanny Dodge, Evasion, Mirror Image/Blur, and this. Who said Rogues can’t take a beating?
    • Stroke of Luck: Turn a hit into a miss, or a failed ability check as a 20. It’s all about timing. Save it for the darkest hours.

    SKILLS

    Skill choices are forever, so plan your skill career early. When in doubt, be focused rather than all-over-the-place. This is meant as a general guideline: your intended roles should guide you further.

    • Acrobatics – You will use this to avoid being grappled, so you should have it. Also, it governs balancing, avoiding specific effects like traps, and stunts.
    • Athletics – Jumping, climbing and swimming. Not bad, but not fundamental to you, so you can take it or leave it. If you’re STR-focused, you want this expertised to shove and grapple as you should.
    • Deception – If you have some CHA, let the Trickster in Arcane Trickster shine. Otherwise, someone else can deal with this.
    • Insight – The “social perception”. Its value is directly related to the kind of campaign you’re playing; the more social encounters, the better. Fundamental for a face.
    • Intimidation – This is the social skill that has the most downsides, and with good reason. But if you would play an intimidator, don’t let that stop you.
    • Investigation – Figuring out how traps work, finding secret stuff, analyzing data and playing detective in general. If anyone should do it, it should be you.
    • Perception – Seeing, hearing and smelling stuff in general. It will definitely save your life, especially when it comes to detecting enemies and traps. You don’t want to be the surprised guy.
    • Performance – Only if your backstory really calls for it and you have a skill slot open.
    • Persuasion – Take this to negotiate like a boss, if you intend to be the guy that does that kind of thing.
    • Sleight of Hand – With an invisible Mage Hand that lets you pickpocket and plant objects, you should make the most out it with the proper skill.
    • Stealth – Yes, definitely. This gives you the opportunity to sneak attack, steal, infiltrate, follow, avoid danger, and all the stuff which fundamentally makes you a rogue. It’s never a mistake to Expertise this, either.

    NON-CLASS SKILLS
    • Animal Handling – Even if this was a good skill, there’s probably someone better to do the job for you.
    • Arcana – This is your trade, in one way or another, so proficiency here never hurts. Also notice that some magical traps are operated through this.
    • History – For the brainiacs among you. Ask for as much information as possible.
    • Medicine – Unless you have a passion for diagnosing disease, a healer’s kit will do the same thing as the main use of this skill, but without a check.
    • Nature – Probably the least important knowledge skill, since so much of it overlaps with Survival. The good thing here is harvesting poisons.
    • Religion – See ‘History’, above.
    • Survival – With Expertise in this, you can make one fine survivalist. If your campaign is in wild lands, your group will appreciate it.

    SPELLS


    CANTRIPS
    You get Mage Hand and two others at level 3, and another one at level 10. Notice your weapon damage will usually be higher than any cantrip damage, so only take a damage cantrip for when you can’t sneak attack and be done with it. At 9th level, you get Magical Ambush, so a cantrip with a save involved becomes a good offense against high-AC foes.

    • Acid Splash - d6 damage, but you can target 2 close foes with it. Situationally decent.
    • Blade Ward - There are niche situations where this can be good, but usually the Dodge action (or getting the hell out of the way) are better.
    • Booming Blade – Yes, definitely. Take it. Immediately. This gives your single attack an extra d8 at levels 5, 11, and 17, and also discourages enemy movement by giving rider damage. With your bonus action Disengage, you can choose to lock the enemy down in melee or simply evade him and let him eat damage if he wants to attack you. Even archers want this for when some melee pest hinders their attacks.
    • Chill Touch - d8 damage, good range, and no healing for the target for 1 round. If you’re planning on facing many undead, it could be worth a look.
    • Control Flames - Mostly for roleplaying purposes. As for all cantrips in this category, only take it if you find it really cool.
    • Create Bonfire - A little battlefield control paired with convenience.
    • Dancing Lights - A bit fancier than Light, but requiring concentration and providing dim light. This is what you want if you have Darkvision and want to avoid sight penalties.
    • Fire Bolt – 120 feet, which is more than your shortbow. Otherwise, it’s just damage.
    • Friends – For party faces. Obviously, use it if you don’t care about animosity later on, or if you really need something done.
    • Frostbite - A CON save for d6 damage, giving disadvantage on the foe’s next attack. This is better to discourage attackers than t give damage in itself. If you can’t Sneak Attack, this is nice.
    • Green Flame Blade – The same damage increase as Booming Blade, but this time you should be looking for adjacent foes in the battlefield to make the most out of your attack. Not as synergetic with Cunning Action as BB, but very good nevertheless.
    • Gust - Minor pushing, object-throwing and fluff. Pass.
    • Infestation: Bad range, bad damage and a mild effect that will be more useless than useful. Whatever.
    • Light - The utility of this over a torch is that a torch needs a free hand, while this can be cast at anything, anywhere. Still, you have few cantrips, so this is better left to other casters.
    • Lightning Lure - Minor damage while pulling the enemy closer. If you have a good walking speed from Mobile or Half-Elf, this could seriously annoy the enemy, though.
    • Mage Hand – All of our clan knows this, and we are the prime users of it. Outside of combat, this will help you disarm traps while standing comfortably behind a giant barbarian or far away. Pickpocket foes with little risk, and frame them with compromising evidence as well. In combat, Versatile Trickster gives you at-will advantage as a bonus action with the playful hand, which is great. Just remember to keep the hand cast, as it has a duration of one minute (and verbal components, which could ruin your surprise).
    • Mending - Has its uses in breaking and entering, or if the DM insists on tearing the party's equipment.
    • Message - Silent, precise and tactical communication, with good range. Great for dungeon exploring and sneaking.
    • Minor Illusion – Free illusions forever is probably as good as it gets. There are many threads with uses of this, with alley screams and a chest of treasure being my favorites. If you’re creative, this is for you.
    • Mold Earth - Some good uses of this include hiding treasure, bringing down walls and creating foxholes.
    • Poison Spray - d12 damage is pretty neat, but the range is terrible.
    • Prestidigitation – Someone with this can put out small fires and make food taste better. Impressed? Me either.
    • Ray of Frost – A damage cantrip, but slowing enemies down has many uses, especially for archers who want to kite enemies.
    • Shape Water - Mostly a thematical cantrip, which has the same flavor of Control Flames and a bit more utility. Iced drinks, baby!
    • Shocking Grasp – If pressured in melee, Disengage.
    • Sword Burst – If you’re surrounded by more than 3 enemies, this is good, but that’s not your everyday situation.
    • Thunderclap - For this to be optimal, you need to be surrounded. Very similar to Sword Burst.
    • Toll the Dead: Enemies are more often wounded than not, so the d12 damage should be easy to trigger. If I were to pick a cantrip to use when I can’t sneak attack, it would be this one.
    • True Strike – No. “Not even if...?” No.

    "I can’t be bothered to leaf through pages of cantrips, what do I pick?"
    Mage Hand, Booming Blade and Minor Illusion. If you don’t care much for illusions, then Dancing Lights/Message.

    1ST-LEVEL SPELLS
    At level 3, you get three of these, two from the enchantment or illusion schools and one from any school. Choose it wisely, because it can only be traded by Enchantment/Illusion spells later on.

    • Charm Person - You may get to use this in combat after Magical Ambush, but beforehand, save it for social scenarios. Even in society, you may be better off just persuading them to avoid animosity. Think of this as a last resort.
    • Color Spray - Sleep is better.
    • Disguise Self - For the social chameleon in you. The utility of this is directly proportional to how much you (like to) get into trouble, and considering you picked this class, I'll say quite a lot!
    • Illusory Script - Nah.
    • Silent Image - Kinda like Minor Illusion, but more illusionable. There is a bit of redundancy, but if you feel the need to create bigger, moving things, you'll like it.
    • Sleep - At level 3, this is good (and it was great at level 1 for casters). But the more you progress, the more you will face enemies that couldn't care less about it, and you can't upcast it as well as full casters. So if you're gonna grab it, realize when it's become obsolete and trade it.
    • Tasha's Hideous Laughter - A nice little debuff, especially after you get Magical Ambush. The basic utility is to remove someone from a fight temporarily; target the big boss, tell him a joke, finish the others in one or two turns and by the time you're done, he won't be so amused.

    Any-school spell - Suggestions
    • Find Familiar - So good. Scouting, another set of eyes, advantage on your attack every turn... if no one else has a familiar this is mandatory, and even if they do it's still awesome.
    • Fog Cloud - Anyone with bonus action disengage can profit from a nice little area where they're invisible. Pop out, attack, disengage, go in again. With evasion coming in at level 7, you don't even fear area damage in there.
    • Shield - I've always been a fan of this spell, but with Uncanny Dodge you already get a damage-reducing reaction. It's good, but you shouldn't feel too bad if you go for another option.

    2ND-LEVEL SPELLS
    • Blur - Disadvantage on all attacks against you? Oh yeah. Sometimes, it may be more advantageous to cast this than to disengage. Take that, archers and dudes blocking my way! By the time you get Elusive (if ever), this gets even better. Take care of that concentration, though.
    • Crown of Madness - Not even Magical Ambush saves this extremely circumstancial, poorly-designed spell.
    • Hold Person - If you pick your foes (in this case, the mentally challenged ones), you can finish an encounter very easily. On Magical Ambush? Even better.
    • Invisibility - If any spell would be gold for this subclass, it would be this (and its older brother, Greater Invisibility). Hiding anywhere, being seen by no one, escaping combat, planting evidence in someone, being a magician, not being counterspelled... so much good stuff happening here.
    • Magic Mouth - So situational it should be left to other casters, if they even want it.
    • Mirror Image - Given your DEX, even your copies can be hard to bring down with their 13-15AC. Not as durable as Blur, but requires no concentration, something those without CON save proficiency can definitely appreciate.
    • Nystul's Magic Aura - See 'Magic Mouth', above.
    • Phantasmal Force - The spell's damage in itself is almost irrelevant, but creating an illusion only one person can see has obvious, sweet uses. Drive them crazy.
    • Shadow Blade - Turn your damage into psychic damage, and add another 1d8 to it. Very good for melee. If you have darkvision, you can attack with advantage often, and if you don't at least you can cancel the disadvantage if you can't see.
    • Suggestion - So good. Tailor this to your enemy. "Fight lying down so you don't get so tired" for the mountains of muscle, "save your spells for later" for the mages. And of course, it's just as good outside of combat. I personally recommend getting a feel for your DM’s style, as this spell can be interpreted very differently from one table to the other.

    Any-school spell (level 8) - suggestions
    • Blindness/Deafness - Solid little debuff. A blinded foe is attacked with advantage, attacks with disadvantage, and can’t target creatures with spells. How good is that?
    • Cloud of Daggers - If you're of the grappling persuasion (or someone in your team is), this is amazing.
    • Darkvision – For those without it who are tired of slowing the group down.
    • Levitate - you could get away from melee... or make that smashing monster float helplessly. I personally prefer the second.
    • Web - do you know what all restrained people have in common? They can all be sneak attacked in the face.

    3RD-LEVEL SPELLS
    • Catnap – Could be good, but you have few spells to choose it. Leave it to more dedicated casters.
    • Enemies Abound – A strategy ruiner, this one makes your enemy target any creature randomly with his offense. Obviously, the bigger the enemy/teammates ratio, the more useful this will be.
    • Fear - Oh yeah. Remember, if you're hiding, they will save with disadvantage. How good is imposing disadvantage on all attacks/skills and making enemies unable to approach you wasting actions dashing? You tell me. But remember, they need to see you for the frightened condition to be good (so come out of hiding after casting it).
    • Hypnotic Pattern - Oh boy, charmed and incapacitated guys doing nothing but tripping in acid for one minute? What else do you want? If you get a good initiative to hide, you can potentially end an encounter with this. Also one of the few spells castable in a Silenced area.
    • Major Image - Silent Image 3.0. If you liked just changing the visuals, imagine if you could add temperature, sound, smell, the whole package. Perfect for leading people where you want them to go, or lure them out as needed.
    • Phantom Steed - For the cowboy in you. Not great, but the mount’s so fast that it's hard to say it's bad. Keep one handy for the hasty escapes.

    Any-school spell (level 14) - suggestions
    • Counterspell - Rogues in general don’t have many uses for their reaction, so this may come in handy to frustrate those enemy mages.
    • Fireball - the classic area damage spell, now available to a rogue. The damage may seem mild at this point, but remember, hide and force disadvantage. Also, with two or more enemies caught in it, this may be more profitable than attacking.
    • Fly - Very good for those who attack from range.
    • Haste - Many will say this is mandatory for ATs, because it can grant you another sneak attack if you use the Ready action to attack. But I won't. Why? It's a concentration spell, and if you lose that concentration OR get dispelled, be ready to waste your next turn doing nothing. Still good, but far from gold.

    4TH-LEVEL SPELLS (most of us won’t get this far, but...)
    • Confusion - Compared to Hypnotic Pattern, this is not too good (I personally don't like uncertainty). Not bad, either.
    • Greater Invisibility - Hiding anywhere, permanent disadvantage against you, and advantage (read: sneak attack) on all attacks against things that rely on sight? What else do you want?
    • Hallucinatory Terrain - A cute illusion outside of combat. Think more in terms of affecting many people's lives.
    • Phantasmal Killer - So Magical Ambush gives your foes a disadvantaged save only the first time they go through this. All other saves will be made normally. Considering this, I don't think the damage or the effect will be too impressive, especially since Fear already gives a frightening effect.

    Any-school spell (level 20) - suggestions

    Mobility? Dimension Door. Defense? Wall of Fire. Control? Evard's/ Watery Sphere. Shenanigans? Polymorph. As a 20th-level trickster, it's time you made your own decisions in life.

    FEATS

    Rogues have 6 Ability Score Improvements, and want to boost Dexterity and Intelligence. Therefore, you should have room for one or two feats. Only noteworthy mentions here.

    Alert: Not being surprised and having gold initiative is never bad. Think of this as a ‘what-do-I-pick’ feat if you’re out of ideas.
    Crossbow Expert: If you want to use a crossbow, take it at level 1/4 and never look back. A bonus attack and no up-close disadvantage fundamentally change the way your play, and for the best. After this, aim for Sharpshooter eventually.
    • Defensive Duelist: As Shield, this is a bit redundant with Uncanny Dodge, but it’s an at-will, life-saving reaction, and that can’t hurt.
    • Lucky: If you don't have any particular strategy in mind but don't feel like just increasing attributes, this should do the trick.
    • Mobile: Extra 10 feet of speed? Check. Dash through difficult terrain (like friends' squares? Check. Avoiding OA after attacking someone? Check. This is a sweet package.
    • Resilient (CON): You want this for keeping concentration, but also for dangerous saves like cold, necromancy and poison. If you’re planning for this, don’t be afraid to start with 13 or 15 in CON.
    • Sentinel: If you want to enjoy another sneak attack every round, this is a solid way to do it. But remember foes may turn their attention to you instead of attacking allies, so keep your AC and Mirror Image/Blur updated if you’re taking it.
    • Sharpshooter: Ignoring cover and distance is heavenly; the -5/+10 boost, however, should be used carefully, as you don’t want to miss your only attack in the round and deal 0 damage. If you have Crossbow Expert or an Extra Attack multiclass (or both), this goes up in value.
    • Skulker: Traps and hidden enemies no longer have any bonus against your perception in dim light. Could be good.
    • Spell Sniper: If you’re a madman for the whip, this is what you take. Booming Blade can go up to 10 feet, you ignore cover (so you can stand behind someone else comfortably) and you learn a new cantrip.
    • Tough: If you’re already proficient in Constitution saves, this is straight up better than boosting the stat. Better taken late in the game than early.
    • War Caster: The hands-full casting should pass you by, but the other two benefits are strong: advantage on concentration saves and opportunity attacks with spells. With this last one, you can Booming Blade fleeing foes for maximum damage, or even stall them with Tasha’s or Hold Person if you feel like it.
    Last edited by Specter; 2020-05-18 at 11:53 PM.

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    MULTICLASS


    Some issues must be addressed concerning multiclassing. First of all, any multiclass should be weighed against losing Sneak Attack damage and potentially spells. Secondly, you should wait until Magical Ambush is available so you can enjoy your spells more.
    These generic statements assume you have the required stats to multiclass; if you have neither STR nor CHA, for instance, then Paladin is obviously bad.

    • Barbarian – Rage blocks spells, so that’s out. Reckless Attack would be good if it didn’t require STR attacks. Oh well.
    • Bard – Bard generally gives you more skills, Expertise, Inspiration and spells. Everything is pretty solid and matches pretty well with AT’s abilities. I personally recommend Lore for more skills and magical secrets, unless you want another attack, in which case Valor/Swords. But really, no Bard subclass is a mistake.
    • Cleric – This works better as a simple dip to obtain proficiencies, domain features and some timeless spells like Bless and Shield of Faith. Knowledge domain yields even more skills, and Trickery fits the bill while giving you a reliable way to get advantage on attacks.
    • Druid – Turning into an animal has obvious sneaking advantages, but it won’t help you sneak attack. So focus on Land. I’d go Coast for the sweet spells. Pass Without Trace and Enhance Ability are your friends.
    • Fighter – Anyone can enjoy a good Fighter multiclass, and you’re no different. Battlemaster gives sweet maneuvers to further annoy enemies, Champion gives absurd sneak attack crits, and Eldritch Knight gets you more spells/cantrips while improving your caster level. The other archetypes don’t match so nicely. Action Surge for casting a spell and sneaking in the same round? Yes, please.
    • Monk – No spells and not as much martial prowess as Ranger or Fighter, but melee rogues might find it nice. Stunning Strike all the way, obviously. Open Hand for more combat trickery, Shadow for more roguish stuff, and Long Death if you plan on never dying. Stop before level 7, because Evasion is redundant.
    • Paladin – Sneak Attack and Smite is an amusing nova combination. Vengeance screams ‘take me’ for that sweet advantage against one foe.
    • Ranger – More skills, more spells (notably Pass Without Trace), more attacks, a fighting style and damage features. What’s not to like? Both Hunter and Gloom Stalker improve your killing methods considerably.
    • Sorcerer – The main draw here other than the spell versatility is Metamagic, more specifically Subtle; now foes won’t know you cast a spell, which is helpful in both social and combat situations (great Magical Ambush synergy). If in doubt, go Draconic for that bonus AC.
    • Warlock – The damage potential of Eldritch Blast doesn’t match with Sneak Attack, so be here for other reasons. The invocations are particularly helpful for a face/sneaky character as you should be, and short rest spells (hello, Hex) are a fine addition too. Fiend or Hexblade should be the best options for combat.
    • Wizard – Just getting all the Wizard spell list unlocked instead of only Enc/Ill spells makes this all worthwhile. Most ATs will take Abjurer or Diviner, but melee ATs should always take Bladesinger; the combat synergy is just too good to pass.

    GENERAL STRATEGY


    WHEN THE BATTLE STARTS
    Some preliminary questions to ask yourself are:
    1) Which allies rely on me to do what?
    2) Is if profitable to hide here?
    3) Should I attack straightforwardly, or would a spell be more advantageous?

    CUNNING ACTION

    Unless you’re making an off-hand attack, you should always be putting Cunning Action to use. If the enemy’s far or you’re retreating, Dash. If you have a hiding spot to fire arrows/spells from, Hide. If you’re in trouble or you just Booming Bladed someone, Disengage.

    MAGICAL AMBUSH
    If you have a decent-to-high Intelligence, you can focus on spells that would otherwise be average for you, and fire away even at resilient foes with them with good chances of success. But even with an INT 0f 10, you can and should get some save spells; if you tailor them to the kinds of enemies you’re facing, you can be pretty confident your spells will land.

    HOW TO PLAY AN AVERAGE-INT AT
    Focus on spells that don’t rely on INT. “That’s it?” That’s it. But remember, you won’t make the most out Magical Ambush or Spell Thief, and every time you make an Arcane Trickster/Eldritch Knight with an INT of 8, a puppy dies.

    Spoiler: List of Enc/Ill spells that don’t use INT
    Show
    1st level
    Color Spray
    Disguise Self
    Illusory Script
    Sleep

    2nd level
    Blur
    Invisibility
    Magic Mouth
    Mirror Image
    Nystul's Magic Aura

    3rd level
    Major Image
    Phantom Steed

    4th level
    Greater Invisibility
    Hallucinatory Terrain


    HOW TO BE A STR ROGUE
    1) Focus on STR, but have a decent DEX for skills and medium armor;
    2) Take the Moderately Armored feat, wear a shield and a breastplate (don’t be silly to grab Half-Plate and have disadvantage on Stealth);
    3) Grab a rapier for sneak attacking even without using DEX for attacks;
    4) Expertise Athletics for grappling and shoving;
    5) Season to taste with Shield Master, Fighter multiclassing and the like.

    SAMPLE BUILDS


    THE ARCANE TRICKSTER™
    Half-Elf Arcane Trickster 20
    ST8, DX20, CO16, IN18, WI10, CH14
    ASI’s: DEX+4, IN+2, IN+2
    Feats: Resilient (CON), Alert
    Expertise: Acrobatics, Deception, Sleight of Hand, Stealth
    Cantrips: Mage Hand, Booming Blade, Minor Illusion, Friends
    Spells: 1 – Charm Person, Tasha’s Hideous Laughter, Disguise Self, Find Familiar; 2 – Invisibility, Mirror Image, Hold Person, Blindness; 3 – Hypnotic Pattern, Major Image, Counterspell; 4 – Greater Invisibility, Evard’s Black Tentacles

    All-around build that should suit your rogue and face needs. Versatile for melee and range. Sick spell DC.

    THE CROSSBOW KILLER
    Variant Human Arcane Trickster 14/Champion 6
    ST10, DX20, CO14, IN16, WI12, CH8
    Starting feat: Crossbow Expert
    ASI's: DEX +4, INT +2, Sharpshooter, Skulker
    Expertise: Athletics, Perception, Stealth, Survival
    Cantrips: Mage Hand, Booming Blade, Toll the Dead, Message
    Spells: 1 – Silent Image, Disguise Self, Fog Cloud; 2 – Blur, Invisibility, Hold Person, Darkvision; 3 – Fear, Hypnotic Pattern, Major Image, Fly

    If you want to play sniper, look no further. Hide away, then kill everything with sneak attack and three attacks per turn. The fighter archetype can go either way, but those massive sneaking crits are fun.

    THE RINGLEADER
    Feral Tiefling Arcane Trickster 11/Diviner Wizard 9
    ST8, DX20, CO16, IN18, WI12, CH10
    ASI’s: DEX+4, IN+1 CO+1, IN+2, Resilient (CON)
    Expertise: Arcana, Investigation, Insight, Stealth
    Cantrips: Mage Hand, Booming Blade, Minor Illusion, Friends, Message, Mending, Toll the Dead, Fire Bolt
    Spells: 1 – Charm Person, Tasha’s Hideous Laughter, Disguise Self, Find Familiar; 2 – Invisibility, Mirror Image, Hold Person, Blindness; 3 – Hypnotic Pattern, Major Image, Counterspell; 4 – Greater Invisibility, Evard’s Black Tentacles
    (Wizard) 1 – Absorb Elements, Alarm, Shield; 2 – Alter Self, Levitate, Mind Spike; 3 – Clairvoyance, Fireball, Fly; 4 – Banishment, Fire Shield; 5 – Dominate Person, Scrying

    Even more casting goodness with the rogue package, you are getting the best of both worlds here. Save spells are massive here, given your vast selection. Utility is very present too. If all else goes wrong, you still have two Portent dice to have fun with.
    __________________________________________________ ______________________

    DETAILED BUILDING

    I've written a second guide, dealing with how to build your character from level 1 to 20. It's on Google Drive:
    https://drive.google.com/open?id=1lU...4Q39YJFNfWV_uH

    This is it, for now. Magic items should be here in the future (suggestions welcome). Thank you.

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Makes Arcane Trickster understandable and more appealing for those rare sneaky characters I might choose to play. Gracias!
    Last edited by ZorroGames; 2018-02-01 at 08:30 AM.
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    Default Re: Magique Filou: The Arcane Trickster's Guide

    I would like to point out that there is an amazing interaction that arcane tricksters capitalize on that you have missed:

    Sentinel + Mirror Image

    If an enemy attacks a mirror image you get to trigger sentinel which gets your sneak attack dice (unless attacking at disadvantage).

    Since you get Mirror Image at level 7 Sentinel becomes a primo feat at level 8

    Also obligatory Elven Accuracy mention (it's not in your feat list)

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by Specter
    Whip – d4 damage, but with reach. This makes a Booming Blade setup much more valuable against no-reach enemies, but you’ll need Spell Sniper to use the cantrip beyond 5 feet.
    You'll also need to get proficiency somehow.

    Quote Originally Posted by Specter
    Shortbow – the standard range weapon for those without Crossbow Expert (you don’t want to eat up your bonus actions reloading). Good range, decent damage and available to all races.
    Reloading doesn't cost you your bonus action. Loading the ammunition is part of the attack.

    Quote Originally Posted by Specter
    Blindsense: Melee invisible foes can’t hide when you’re nearby.
    Unless they also have cover. Corner case, because they usually won't think they need cover if invisible, but all the same....
    Last edited by DivisibleByZero; 2018-02-01 at 09:17 AM.
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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by TheUser View Post
    I would like to point out that there is an amazing interaction that arcane tricksters capitalize on that you have missed:

    Sentinel + Mirror Image

    If an enemy attacks a mirror image you get to trigger sentinel which gets your sneak attack dice (unless attacking at disadvantage).

    Since you get Mirror Image at level 7 Sentinel becomes a primo feat at level 8

    Also obligatory Elven Accuracy mention (it's not in your feat list)
    I wouldn't rule that as functional, unless a RAI Sage Advice says otherwise.
    Signed

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by BobZan View Post
    I wouldn't rule that as functional, unless a RAI Sage Advice says otherwise.
    Nor would I. Nor does the obvious RAI. They're still attacking you, they just hit an illusion instead.
    Sentinel- When a creature within 5 feet of you makes an attack against a target other than you
    Mirror Image- Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    They made an attack with you as the target. Sentinel does not trigger.
    I could see how some people might argue that the target is not in fact you, because it changed, according to MI's text. But the attack they made, and the target they chose, was targeting you.
    Last edited by DivisibleByZero; 2018-02-01 at 09:34 AM.
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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Seems to be something wrong here.
    Scout/Thief
    Skills you need: Stealth, Perception
    Skills you want: Sleight of Hand
    Stat to raise: Wisdom
    Stealth and SoH are Dex based skills.
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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by DivisibleByZero View Post
    Nor would I. Nor does the obvious RAI. They're still attacking you, they just hit an illusion instead.
    Sentinel- When a creature within 5 feet of you makes an attack against a target other than you
    Mirror Image- Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    They made an attack with you as the target. Sentinel does not trigger.
    I could see how some people might argue that the target is not in fact you, because it changed, according to MI's text. But the attack they made, and the target they chose, was targeting you.
    I see that way aswell. Another thing I'd consider, Mirror Image creates duplicates of you, since you have Sentinel, won't they count as having it too?
    Signed

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by KorvinStarmast View Post
    Seems to be something wrong here.
    Scout/Thief

    Stealth and SoH are Dex based skills.
    Dex is obviously the Primary stat for all Rogues.
    Those listed in the "Stat to Raise" section for the type/role is meant to convey secondary choices after Dex. That seemed obvious to me. Maybe it isn't quite as obvious as I thought.
    Maybe he should make that more clear?

    Quote Originally Posted by BobZan View Post
    I see that way aswell. Another thing I'd consider, Mirror Image creates duplicates of you, since you have Sentinel, won't they count as having it too?
    That would nullify it anyway, so I could get on board with that reasoning.
    Last edited by DivisibleByZero; 2018-02-01 at 09:43 AM.
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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Find Familiar's benefits to an Arcane Trickster are difficult to understate.

    In addition to all the usual benefits like a scout, there are several creative ways to buff that up.

    Need an ally for sneak attack? Your flyby owl can get you that at no risk to itself.

    Need to watch a tunnel while you sneak the other way? Check in through its eyes every once and a while or just let you know if anything is coming to ambush you.

    No one has Message or Sending in your low level party? While you scout ahead, have your familiar indicate when the coast is clear to your party.

    Too worried you might get found while sneaking ahead? Probably not, you probably have Expertise in Stealth. But if it is too dangerous: PCs are expensive, Familiars are only 10gp.

    One clever trick that worked as an Arcane Trickster came up during a heist we pulled on some cultists. They had a set of rings set behind a glass box that we couldn't seem to break into. It couldn't be unlocked, couldn't be smashed, etc. So, I simply dismissed my familiar and the next turn had it reappear within the box, since that was within 30 feet of me. The owl grabbed all the rings, vanished again, and reappeared outside.

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    I'm surprised with no Elven Accuracy feat recommendations for elven/half-elven characters. Triple Advantage on an AT practically negates the need for TWF, letting you Booming Blade/GFB all day long, and it can be used to increase Dex or Int (Wis/Cha too, but those are secondary at best) while doing so.

    EDIT: Also, even with the smaller amount of spell slots you get, Shadow Blade is a good spell to consider, as well as Absorb Elements.
    With Shadow Blade you got a 2nd level illusion, provides a 2d8 or 3d8 Sneak Attack capable weapon for you with a good damage type, as well as possible advantage rider.
    Even better if you MC into Bladesinger.
    Or do you think it's too niche?

    Absorb Elements is harder to justify without MCing since it's not illusion/enchantment, but it does help boost your SA up and, when combined with Uncanny Dodge, Shield, and Evasion, makes you pretty tough to take out in a single hit, and can be clutch if you say, get caught in a Fireball and still take half damage due to missing your save, and the damage is still enough to take you out cause you got hurt last turn.
    Last edited by Mikal; 2018-02-01 at 10:07 AM.

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    I totally forgot about racial feats. Will do it later.

    Quote Originally Posted by TheUser View Post
    I would like to point out that there is an amazing interaction that arcane tricksters capitalize on that you have missed:

    Sentinel + Mirror Image

    If an enemy attacks a mirror image you get to trigger sentinel which gets your sneak attack dice (unless attacking at disadvantage).

    Since you get Mirror Image at level 7 Sentinel becomes a primo feat at level 8

    Also obligatory Elven Accuracy mention (it's not in your feat list)
    Quote Originally Posted by DivisibleByZero View Post
    Nor would I. Nor does the obvious RAI. They're still attacking you, they just hit an illusion instead.
    Sentinel- When a creature within 5 feet of you makes an attack against a target other than you
    Mirror Image- Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    They made an attack with you as the target. Sentinel does not trigger.
    I could see how some people might argue that the target is not in fact you, because it changed, according to MI's text. But the attack they made, and the target they chose, was targeting you.
    This.

    Quote Originally Posted by DivisibleByZero View Post
    You'll also need to get proficiency somehow.

    Reloading doesn't cost you your bonus action. Loading the ammunition is part of the attack.

    Unless they also have cover. Corner case, because they usually won't think they need cover if invisible, but all the same....
    - Oh yeah, whip proficiency.
    - I meant a crossbow would take a bonus action to reload without the feat.

    Quote Originally Posted by KorvinStarmast View Post
    Seems to be something wrong here.
    Scout/Thief

    Stealth and SoH are Dex based skills.
    Quote Originally Posted by DivisibleByZero View Post
    Dex is obviously the Primary stat for all Rogues.
    Those listed in the "Stat to Raise" section for the type/role is meant to convey secondary choices after Dex. That seemed obvious to me. Maybe it isn't quite as obvious as I thought.
    Maybe he should make that more clear?
    Yeah, this. DEX should always be the major stat anyway, so these others are the next best thing.

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Whip proficiency is doable with Bladesinger or Fighter multiclass, could put a note in for that?

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by Specter View Post
    Yeah, this. DEX should always be the major stat anyway, so these others are the next best thing.
    I see your point, and maybe "secondary stat to raise" would make it more clear. By the way, nice job.
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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by Specter View Post
    I meant a crossbow would take a bonus action to reload without the feat.
    Crossbows don't take a bonus action to reload though. It's part of the action you're making to Attack, similar to how one "reloads" an arrow for a Short/Longbow. A Rogue who's using a Crossbow of any sort without the CE feat is still able to use their Cunning Action on turns they Attack with a Crossbow.
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    Default Re: Magique Filou: The Arcane Trickster's Guide

    A note on Dancing Lights;

    For Rogues without Darkvision, Light is necessary to provide adequate illumination. For Rogues that have Darkvision, Dancing Lights is the superior spell because it also provides adequate illumination. Assuming your table is running darkness/darkvision correctly, a character with Darkvision still needs dim light to avoid penalties and Dancing Lights provides that out to a maximum range of 120ft, which is three times that which Light provides. Perhaps only those with Superior Darkvision appreciate that extra range the most, but dim light in a 10ftx80ft "corridor" with effective bright light for the first 60ft
    and the option of extending the dim light a further 40ft at the cost of replacing bright light with dim on your end by the same amount is generally better than effective bright light to 40ft and dim to a further 20ft.

    Simply put, DL has a shorter duration and concentration is required because it's a better spell. Especially if you have Darkvision.
    I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat...forthright.

    Please be aware; when it comes to 5ed D&D, I own Core (1st printing) and SCAG only. All my opinions and rulings are based solely on those, unless otherwise stated. I reserve the right of ignorance of errata or any other source.

  19. - Top - End - #19
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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by JellyPooga View Post
    A note on Dancing Lights;

    For Rogues without Darkvision, Light is necessary to provide adequate illumination. For Rogues that have Darkvision, Dancing Lights is the superior spell because it also provides adequate illumination. Assuming your table is running darkness/darkvision correctly, a character with Darkvision still needs dim light to avoid penalties and Dancing Lights provides that out to a maximum range of 120ft, which is three times that which Light provides. Perhaps only those with Superior Darkvision appreciate that extra range the most, but dim light in a 10ftx80ft "corridor" with effective bright light for the first 60ft
    and the option of extending the dim light a further 40ft at the cost of replacing bright light with dim on your end by the same amount is generally better than effective bright light to 40ft and dim to a further 20ft.

    Simply put, DL has a shorter duration and concentration is required because it's a better spell. Especially if you have Darkvision.
    Good call.

    Quote Originally Posted by Biggstick View Post
    Crossbows don't take a bonus action to reload though. It's part of the action you're making to Attack, similar to how one "reloads" an arrow for a Short/Longbow. A Rogue who's using a Crossbow of any sort without the CE feat is still able to use their Cunning Action on turns they Attack with a Crossbow.
    Oh yeah, totally missed that. I got it confused with something else.

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    To everyone jumping out of their own minds to contend with the Sentinel Mirror Image combo the key word is target
    yes the enemy is targeting you but mirror image forces them to target an image RAW it's 100% functional.

    even the narrative modality of this combination makes sense

    they enemy is dropping it's guard to attack what it thinks is you, but it's not attacking you, it's attacking a phantom and you capitalize on the opening.

    (The image does not have sentinel because it does not have your abilities or even your stats, it's an illusion)

    I mean I get that people don't like the idea of a single cool interaction counteracted by any number of AoE damage abilities but I'm getting pretty tired of people yelling

    "THAT'S NOT ACTUALLY POSSIBLE" because they themselves don't like that the interaction exists despite RAW making it 100% possible

    read the abilities, the operative words being "target" and how mirror image changes the "target" of an attack directed at you to one of the images.

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    That, and no one was jumping out of their minds or yelling.
    Don't be so dramatic.

    edit:
    OK, the "that" I was referring to was apparently deleted.
    Last edited by DivisibleByZero; 2018-02-01 at 11:54 AM.
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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by DivisibleByZero View Post
    That, and no one was jumping out of their minds or yelling.
    Don't be so dramatic.

    edit:
    OK, the "that" I was referring to was apparently deleted.
    Apologies. I was re-reading the spell description, and, by a RAW interpretation there may be a point there, so didn't want to jump into that can of worms since I was now conflicted.

    EDIT: Mainly that Sentinel does say anytime it targets something other than you, and Mirror Image does say the attack is now targeted elsewhere... which means that the opponents intent to target you may or may not matter.

    This also means you can use redirect attack and do some weird sentinel shenanigans I think. Have to read further...
    Last edited by Mikal; 2018-02-01 at 11:59 AM.

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by TheUser View Post
    To everyone jumping out of their own minds to contend with the Sentinel Mirror Image combo the key word is target
    yes the enemy is targeting you but mirror image forces them to target an image RAW it's 100% functional.

    even the narrative modality of this combination makes sense

    they enemy is dropping it's guard to attack what it thinks is you, but it's not attacking you, it's attacking a phantom and you capitalize on the opening.

    (The image does not have sentinel because it does not have your abilities or even your stats, it's an illusion)

    I mean I get that people don't like the idea of a single cool interaction counteracted by any number of AoE damage abilities but I'm getting pretty tired of people yelling

    "THAT'S NOT ACTUALLY POSSIBLE" because they themselves don't like that the interaction exists despite RAW making it 100% possible

    read the abilities, the operative words being "target" and how mirror image changes the "target" of an attack directed at you to one of the images.
    If they are your duplicates, do they count as having Sentinel aswell? I'd say yes. They are a copy of you.
    Signed

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by BobZan View Post
    If they are your duplicates, do they count as having Sentinel aswell? I'd say yes. They are a copy of you.
    A copy that can't make attacks, take actions, do reactions, and the ACs are also different, with no HP.
    Personally, I think saying that these copies have access to your abilities such as Sentinel opens up a stupid can of worms best left shut.

    I'd also say if that was the DMs reasoning I'd at best give them a look and maybe bop them with a rolled up piece of paper, depending on how well I knew them.
    Last edited by Mikal; 2018-02-01 at 12:02 PM.

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by Mikal View Post
    Apologies. I was re-reading the spell description, and, by a RAW interpretation there may be a point there, so didn't want to jump into that can of worms since I was now conflicted.
    Yes, and I agreed that it could be read that way earlier.
    The problem I'm seeing is that User is taking one extreme and hard lined RAW reading which is quite obviously not RAI, and ignoring the opposing extreme and hard lined reading that it creates a duplicate of you.
    If his interpretation is RAW, then so is the one claiming your duplicate counts as having Sentinel. Nothing says that it doesn't, and as a duplicate it may be interpreted that way.

    If his hard line reading is acceptable, so is the opposite. So his claims that we're "jumping out of [our] own minds" and "yelling" when we are doing neither are both ridiculous.
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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by DivisibleByZero View Post
    Yes, and I agreed that it could be read that way earlier.
    The problem I'm seeing is that User is taking one extreme and hard lined RAW reading which is quite obviously not RAI, and ignoring the opposing extreme and hard lined reading that it creates a duplicate of you.
    If his interpretation is RAW, then so is the one claiming your duplicate counts as having Sentinel. Nothing says that it doesn't, and as a duplicate it may be interpreted that way.

    If his hard line reading is acceptable, so is the opposite. So his claims that we're "jumping out of [our] own minds" and "yelling" when we are doing neither are both ridiculous.
    Yeah that last part was a little hyperbolic of them.

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by DivisibleByZero View Post
    Yes, and I agreed that it could be read that way earlier.
    The problem I'm seeing is that User is taking one extreme and hard lined RAW reading which is quite obviously not RAI, and ignoring the opposing extreme and hard lined reading that it creates a duplicate of you.
    If his interpretation is RAW, then so is the one claiming your duplicate counts as having Sentinel. Nothing says that it doesn't, and as a duplicate it may be interpreted that way.

    If his hard line reading is acceptable, so is the opposite. So his claims that we're "jumping out of [our] own minds" and "yelling" when we are doing neither are both ridiculous.
    I love how reading the words in the rule book is "taking one extreme"

    where as somehow rationalizing that an illusion with a seperate AC and no way to facilitate attacks having sentinel is not extreme in the slightest....

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by TheUser View Post
    I love how reading the words in the rule book is "taking one extreme"

    where as somehow rationalizing that an illusion with a seperate AC and no way to facilitate attacks having sentinel is not extreme in the slightest....
    It is an extreme. They targeted you. The spell confuses them and makes them hit an illusion. But you were the target. So going to the other extreme shouldn't be so unthinkable to you.
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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Pretty damn fine work as always, Specter.

    Though, for the sake of completeness... Not that its any good for an AT...

    You missed Tortle.

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    Default Re: Magique Filou: The Arcane Trickster's Guide

    Quote Originally Posted by Mikal View Post
    EDIT: Also, even with the smaller amount of spell slots you get, Shadow Blade is a good spell to consider, as well as Absorb Elements.
    With Shadow Blade you got a 2nd level illusion, provides a 2d8 or 3d8 Sneak Attack capable weapon for you with a good damage type, as well as possible advantage rider.
    Even better if you MC into Bladesinger.
    Or do you think it's too niche?
    Shadow Blade is incredible for an AT. It gives you a weapon as a bonus action if you are unarmed (great for sudden assassinations and such), that weapon grants 1d8 more damage than a rapier, it does psychic damage (suck it, barbarians), can be thrown and recovered with a bonus action, and grants automatic advantage in dimly lit or dark areas, which are quite common. It is an absolutely great spell for an AT, good enough that I would call it almost an automatic choice for ATs who want to focus on melee.

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