Results 61 to 90 of 173
-
2018-07-03, 03:09 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Texas
- Gender
Re: Magique Filou: The Arcane Trickster's Guide
A few more blue pencil marks in the margins
1. In abilities section
• Strenght: This is either whatever or garbage for Arcane Tricksters
2. In feats section
.Spell Sniper Needs to be boldedLast edited by KorvinStarmast; 2018-07-03 at 03:09 PM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
-
2018-07-03, 04:31 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Brazil
-
2018-07-03, 05:25 PM (ISO 8601)
- Join Date
- Nov 2017
Re: Magique Filou: The Arcane Trickster's Guide
I'm surprised the Mobile feat isn't mentioned. It might be slightly niche, but it does have synergy with Booming Blade and Cunning Action. Here's the description of Mobile:
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Start your turn within 40 feet of an enemy.
Use your movement to get within melee range.
Use Booming Blade. Hit or miss, they can't make OAs against you.
Bonus action Dash to move 40 feet away.
Many creatures have a speed of 30 feet, so even if they are willing to tank the damage from Booming Blade, they aren't able to get close enough for melee without using their action to Dash. If they do, then just Booming Blade them on your turn and move 40 feet away again. Bonus points if you're able to make use of difficult terrain, since Dashing means you don't get slowed down by difficult terrain for all of your movement that turn, not just your Dash movement.
Now, as I said, this is a bit niche. Some creatures have a speed of 40 or greater. Some can Dash as a bonus action like you. Sometimes enemies are standing close enough that you can't get in and out of melee range without provoking an AO from your target's friend. But Mobile gives you a lot. The +10 speed is really nice, and not needing to Disengage any time you're facing a single opponent is really nice. It's like it was made with hit-and-run melee rogues in mind.
-
2018-07-10, 05:32 AM (ISO 8601)
- Join Date
- May 2018
Re: Magique Filou: The Arcane Trickster's Guide
The best thing about Tactical Wit is, imo, that you can choose and don't have to add Int to initiative. As delaying is not a thing in 5e, this is one of the few (are there even more?) ways to actually adjust your spot in the initiative order to your liking. This is of course situational, but sometimes you'd like to have an ally move first for example, so you can sneak attack easier.
-
2018-07-14, 06:38 PM (ISO 8601)
- Join Date
- Oct 2016
Re: Magique Filou: The Arcane Trickster's Guide
I have been playing an arcane trickster 13/fighter 2. Magical ambush is encounter changing. Hypnotic pattern from hidden, forcing a wisdom save at disadvantage has been devastating to my dm's encounters. He had to give his big bad a legendary save just so he could escape after I hit him with disadvantaged hold person. It is very powerful.
-
2018-07-14, 09:24 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Brazil
Re: Magique Filou: The Arcane Trickster's Guide
-
2018-09-15, 07:07 AM (ISO 8601)
- Join Date
- Sep 2015
Re: Magique Filou: The Arcane Trickster's Guide
I am going with a BRAIN / Utility type Half Elf AT.
I have a 17 INT ATM and plan on taking the Investigator feat @ LvL 4 to round out my INT and get an expertise in that skill.
Should I Max out INT or is an 18 good enough?
I have an 16 DEX and I feel it needs the LvL 8 and 10 ASIs to get it up to MAX and then Resilient CON or War Caster for my CON that is currently 14.
Suggestions, Ideas or Thoughts?"The mystery of life isn't a problem to solve, but a reality to experience."
-Reverend Mother Gaius Helen Mohiam
-
2018-09-16, 08:53 AM (ISO 8601)
- Join Date
- Feb 2016
Re: Magique Filou: The Arcane Trickster's Guide
Maxing out INT on an Arcane Trickster really isn't worth it. It only impacts spell saves (and you're casting spells multiple levels lower than a full caster, so even if you have high saves most of your spells won't have an enormous impact) and a few skills. You're almost certainly going to get better return on your investment putting that into DEX or a useful Feat. For what it's worth, I have an Arcane Trickster with a two level dip into Bladesinger Wizard and even using the INT for Bladesong I don't intend to max it out (actually, I'm using a Headband of Intellect so it will remain at 19 indefinitely).
-
2018-09-18, 03:47 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Brazil
Re: Magique Filou: The Arcane Trickster's Guide
-
2018-10-19, 01:43 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Brazil
Re: Magique Filou: The Arcane Trickster's Guide
Inspired by Treantmonk's recent threads, I made a detailed guide on how to build an Arcane Trickster.
It's on Google Drive.
https://drive.google.com/open?id=1lU...4Q39YJFNfWV_uH
Thoughts are welcome.
-
2018-10-20, 09:08 AM (ISO 8601)
- Join Date
- Feb 2016
Re: Magique Filou: The Arcane Trickster's Guide
I enjoyed this quite a bit. The only suggestion I'd have is that the use of both the SCAG cantrips and Toll the Dead makes this build illegal for Adventurers League. Honestly, I'd skip Toll the Dead anyway, I don't think a save based cantrip is terribly important for a Rogue, I'd rather pick up Prestidigitation for random usefulness or grab Green Flame Blade earlier.
-
2018-10-20, 10:17 AM (ISO 8601)
- Join Date
- May 2015
- Location
- Brazil
-
2019-02-26, 12:56 PM (ISO 8601)
- Join Date
- Sep 2015
Re: Magique Filou: The Arcane Trickster's Guide
I understand that this is an 'Arcane Trickster's Guide" but can't you achieve this by going Swashbuckler X/ Lore Bard 6 and actually be Better at it?
Yea you lose out on Sneak Attack but you gain a better range of Spells and Skills?
Not trolling and very curious about Other Magical Thief builds."The mystery of life isn't a problem to solve, but a reality to experience."
-Reverend Mother Gaius Helen Mohiam
-
2019-02-27, 07:16 AM (ISO 8601)
- Join Date
- Aug 2016
Re: Magique Filou: The Arcane Trickster's Guide
Delaying the acquisition of mid-high end Rogue abilities is a big no-no in my experience.
Magical Ambush + Extra sneak attack dice is often far more worth it. Forcing disadvantage on spell saves is amazing. Especially in higher tiers where magic resistance is very common; taking away advantage is arguably better.
Perhaps if you could elaborate on where you envision this 6 level Lore bard dip being thrown in the mix it might help me understand why you think it's better.
I see those 6 levels in Lore Bard represent a huge opportunity cost equivalent to 3-4d6 sneak attack dice (which is 10.5-28 DPR depending on opportunity attacks), and things like Evasion (7), Extra ASI's (8, 10, 12) or even Blindsense and Slippery Mind (14, 15).
-
2019-02-27, 08:36 AM (ISO 8601)
- Join Date
- Sep 2015
Re: Magique Filou: The Arcane Trickster's Guide
My idea is for a Conman Rogue
In Combat, yes it takes a hit but out of combat the "Magical Rogue" build just got a ton more useful. LvL 6 in Lore Bard gets you Magical Secrets so take what you like, Cutting Words makes sure your spells stick and Jack of All Trades/ More Expertise makes you pertinent in every situation.
Characters aren't All about Combat."The mystery of life isn't a problem to solve, but a reality to experience."
-Reverend Mother Gaius Helen Mohiam
-
2019-02-27, 09:04 AM (ISO 8601)
- Join Date
- Aug 2016
Re: Magique Filou: The Arcane Trickster's Guide
Unless the spell requires an ability check to break I don't see how cutting words makes spells stick; it doesn't affect saves. (Have you even played the build your propositioning?)
It sounds like you have your own vision of what a magical rogue should be (apparently less useful in combat) and while yes, having heaps of skills is cool, people go into the Arcane Trickster archetype knowing their charisma isn't stellar. There is also nothing stopping DM's from asking for Intelligence based deception checks (far more realistic if you ask me) to help their player maximise their potential. Additionally, disguise kits and Investigation to see what might normally be hidden, rely on Intelligence, so there are some facets that your conman might stumble on more than the Arcane Trickster would.
Magical Conman actually sounds more like a splash of sorceror is more appropriate than Lore Bard; subtle spell is mandatory for social shenanigans imho.
-
2019-02-27, 10:22 AM (ISO 8601)
- Join Date
- Sep 2015
-
2019-02-27, 10:42 AM (ISO 8601)
- Join Date
- May 2007
- Location
- The Land of Cleves
- Gender
Re: Magique Filou: The Arcane Trickster's Guide
A few points:
Reliable Talent-- You're selling this way short. There are two kinds of situations where you really want to boost your skills: When the task is very difficult, or when the stakes are very high. When the task is very difficult, mostly what you need is to increase your best-case scenario, and Reliable Talent does nothing for this. But on the other hand, when the stakes are very high (for instance, stealthily scouting ahead away from the party, where getting spotted is likely to kill you), what you care about is improving your worst-case scenario, and for that, Reliable Talent is equivalent to a +9. That's huge.
Magical Ambush-- Isn't quite as good as you think, since it can't be used on Hypnotic Pattern, Fear, or Fireball. The ability says "If you are hidden from a creature when you cast a spell on it...". You don't cast those spells on a creature; you cast them on an area. It's still great for Suggestion, Tasha's, etc., though, especially since 5e has so few ways to mess with an enemy's saves.
Feats-- You don't mention Ritual Caster. This can get you that oh-so-nice familiar without spending your precious any-school first-level spell on it, as well as a variety of other utility spells. If you're a vhuman, it also lets you get in on the magic game (to a degree, at least) starting right at 1st level.Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
-
2019-02-27, 11:22 AM (ISO 8601)
- Join Date
- May 2015
- Location
- Texas
- Gender
Re: Magique Filou: The Arcane Trickster's Guide
One last blue pencil point:
I think you meant wood elf on this one. Half elf does not get speed bonus.
• 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.Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
-
2019-02-27, 11:51 AM (ISO 8601)
- Join Date
- Jan 2019
- Location
- Northwest AR
- Gender
-
2019-02-27, 12:21 PM (ISO 8601)
- Join Date
- Nov 2013
- Location
- NW USA
- Gender
-
2019-02-27, 01:39 PM (ISO 8601)
- Join Date
- Aug 2016
Re: Magique Filou: The Arcane Trickster's Guide
I'm sorry to say that this is incorrect.
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
While I can understand your logic, a creature can have a spell cast on it without specifically being targeted by it.
If we were to imagine the wording of how people would describe a creature under the effects of Hypnotic Pattern they might say "they've had a spell cast on them."
Moreover, we've often seen restrictions for features which only affect single target spells denote as such (like with Twinned Spell).
The spell need only require a save and affect creatures.
This has also been clarified by Jeremy Crawford.Last edited by TheUser; 2019-02-27 at 03:00 PM.
-
2019-02-27, 02:22 PM (ISO 8601)
- Join Date
- Jan 2019
- Location
- Northwest AR
- Gender
Re: Magique Filou: The Arcane Trickster's Guide
I agree. It's the difference between the general "having a spell cast on them", and the more specific language of being "the target of a spell" as used in some other features and effects.
-
2019-02-27, 03:42 PM (ISO 8601)
- Join Date
- Jun 2015
Re: Magique Filou: The Arcane Trickster's Guide
Last edited by tieren; 2019-02-27 at 03:44 PM.
-
2019-02-27, 06:06 PM (ISO 8601)
- Join Date
- May 2007
- Location
- The Land of Cleves
- Gender
Re: Magique Filou: The Arcane Trickster's Guide
Huh, do you have a link to that clarification from Crawford? That would have come in handy back when I was playing an arcane trickster and the DM ruled against using it with Hypnotic Pattern.
Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
-
2019-02-27, 09:12 PM (ISO 8601)
- Join Date
- Aug 2016
Re: Magique Filou: The Arcane Trickster's Guide
-
2019-02-27, 09:35 PM (ISO 8601)
- Join Date
- Nov 2013
- Location
- NW USA
- Gender
Re: Magique Filou: The Arcane Trickster's Guide
I had a chance to see someone play my Gith Arcane Trickster idea proposed earlier in the thread, and it was a lot of fun. The ability to use Mage Hand to do all the fun Legerdemain tricks completely on the sly... your racial Mage Hand has no components, and so can be cast without any indication... so you can focus on remaining hidden or just inconspicuous.
Everything not nailed down (well... not nailed down with more than 10 lbs or force) that you can get within 30 feet of is yours; drop poison wherever you want it, all kinds of other nonsense.
Spoiler: Here is the specific character, but lots of Gith (if either type) would work...Githzerai Arcane-Trickster Urchin
8/14/14/14/14/12
Sleight of Hand, Stealth, Deception, Investigation, Perception, Insight
Common, Gith
Thieves’ Tools, Disguise Kit, Poisoner’s Kit
Expertise: Sleight of Hand, Stealth; Thieves’ Tools, Perception
+2 DEX, +2 DEX, +2 DEX, Luck, Mobile, Alert
0- Mage Hand, Booming Blade, Minor Illusion, Prestidigitation; Message
1- Sleep, Tasha’s Hideous Laughter, Find Familiar; Disguise Self
2- Invisibility; Shadow Blade; Suggestion; Rope Trick
3- Hypnotic Pattern; Enemies Abound; Haste
4- Greater Invisibility; Polymorph
-
2019-03-12, 04:46 PM (ISO 8601)
- Join Date
- Jun 2018
Re: Magique Filou: The Arcane Trickster's Guide
I'm glad you're enjoying it!
My suggestion for the level 4-6 period is to first consider HOW you want to play. Are you going to be more skill and roleplay focused or do you want to be more combat and damage focused?
I advanced in tiers like this
Tier 2: 3AT/2BS. You'll be the goat of the party if you're not at least a skill monkey in this phase. Your spells will only be first level so make sure to pick some control and escape spells. Hit AT 4 quick for the ASI. I would advise something like resilient to be proficient in CON saves, then level up your bladesinger to 3 for Shadowblade which is a literal game changer for you, then 4 for another ASI. By this time you should have no less than 18 dex.
Tier 3: 5AT/6BS. You lose sneak attack die but a majorly upcast shadowblade + 2 attacks and you're twice as likely to hit for major damage than if you just used a slightly upcast shadowblade + Sword Coast cantrips. The damage works out to roughly the same but you're less likely to miss. Plus if you have a good support caster in the party throwing haste on you, you can still use your SC cantrips and hit twice. Also, if you want to have a little fun at range use a magical bow crossbow (hand or otherwise) with sharpshooter, crossbow expert and fire off Melf's Minute Meteor's. 2 attacks + a baby meteor hurtling at the target.
Tier 4: 8AT/9BS stopping bladesinger at this level. This is where my character is currently and he is an absolute nightmare for the DM. I was fortunate to have a ton of gold prior to the new DDAL season 8 rules so my spellbook is filled with lots of Xanathar's spells and I've taken to minion-mancy.
I've got a nightcaller whistle and a skeleton stuffed into my Leomund's secret chest for a quick summon that I mostly use as an archer. A tan bag of tricks that seems to only dump out gorillas that throw rocks, the summon lesser and greater elemental spells, as well as summon lesser and greater demon, and infernal calling as well as the true names of a few devils and a few talismans. My character went a little insane while using contact other plane to get them, but that's besides the point! It's all in good fun, and when you've got a planar-bound air elemental, a dybuk in the body of a tough enemy and a skeleton on the flank as your artillery then you can have your army take down all the trash while the rest of the party can focus on the big bad.Last edited by Ogeeogelthorpe; 2019-03-12 at 05:04 PM.
-
2019-03-12, 05:19 PM (ISO 8601)
- Join Date
- Jun 2015
Re: Magique Filou: The Arcane Trickster's Guide
I'm at BS 2 / rogue 1 right now, I am really torn on what to do at my next level up. I know getting to BS 3 / rogue 2 for shadow blade and cunning action is my first real benchmark, but I'm not sure which is the more important to get first.
-
2019-03-12, 05:43 PM (ISO 8601)
- Join Date
- Apr 2018
- Location
- California
- Gender
Re: Magique Filou: The Arcane Trickster's Guide
Personally I'd go for Rogue 2, because cunning action is crucial. It's one of those features you use every single round.
I've got an AT 3 / BS 3 that is really fun and effective. I took a 3rd level of BS to get access to 2nd level wizard spells because there are so many good ones. That way as I level up I can add 1st and 2nd level spells. My plan is to take rogue at least until I get magical ambush.