The Arcane Trickster is a powerful character in DnD 5e that gains access to Wizard spells, primarily limited to the enchantment and illusion schools of magic. However, they can learn four spells from any school, including one of their initial spells learned at 3rd level.
A single-class Arcane Trickster typically gains spells in the schools of Illusion and Enchantment. They are permitted to switch out a spell each time they level up, using intelligence. This feat allows them to gain access to useful spells without spending spell slots, such as finding familiar ones.
An Arcane Trickster can change one spell whenever they level up, but this replacement spell must be an enchantment or illusion spell. The spells learned at 8th, 14th, and 20th levels can come from any school of magic. When a character becomes the Arcane Trickster archtype, they learn three spells, two of which must be from the Enchantment or Illusion schools.
Arcane Trickster Rogues have a set number of known cantrips and spells of each level. They cannot prepare different spells at each rest. To replace a known spell with another spell from the full Wizard spell list, choose one known spell and replace it with another spell of your choice. The replacement spell must still be of a level for which the spell was learned.
In summary, the Arcane Trickster is a powerful character in DnD 5e that gains access to Wizard spells, primarily from the enchantment and illusion schools of magic. They can switch out spells each time they level up, and their ability to cast spells allows them to gain access to useful spells without spending spell slots.
📹 How to Play an Arcane Trickster in D&D 5e
This is my guide for building an effective Arcane Trickster. This build focuses on doing damage effectively in combat while giving …
Can Arcane Trickster cast rituals?
Arcane Trickster Rogues are unable to write down their spells, learn them from scrolls or spellbooks, and are not ritual casters. Consequently, they are unable to cast their known spells as a ritual. The browser in question does not support cookies.
When can each class change spells?
All spellcasting classes can change spells during each level up, with certain classes like Clerics, Druids, Paladins, and Wizards able to change their Prepared Spells from their Known Spells. For other spellcasting classes, one spell can be replaced during leveling up, but Cantrips cannot be replaced. To change a spell, go to ‘Replace Spell’ on the left sidebar, select a spell to change out, and then click ‘Confirm’ to replace it with the new spell.
How many spells can an Arcane Trickster know?
You have three 1st level wizard spells, two from the enchantment and illusion spells list, and one from any magic school. You learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20. You have class features like saving throws, dexterity, and intelligence. Hit points are 1d8 per rogue level, with higher levels having 1d8 or 5) plus your Constitution modifier. You have light armor and can use simple weapons, hand crossbows, longswords, rapiers, and shortswords.
How often can you change your prepared spells?
The game permits players to alter their roster of prepared spells following a period of rest. However, it necessitates an investment of time in the study of the spell book, including the memorization of incantations and gestures associated with each spell level. It should be noted that the game may contain content that is not appropriate for all age groups. This may include general mature content, as well as nudity or sexual content. To update content preferences on Steam, please refer to the provided link.
Why is Arcane Trickster so good?
The Arcane Trickster subclass allows rogues to infiltrate hard-to-access areas with the best loot, often undetected due to their useful spells. There are various ways to build an Arcane Trickster, but players need to consider certain factors to maximize their potential. The 2024 Player’s Handbook is expected to incorporate all of D and D 5e’s current content, providing up-to-date information on the best build options for Arcane Rogues. Key factors include dexterity, intelligence, constitution, wisdom, intelligence, and strength. This information can be used in campaigns to enhance the effectiveness of the Arcane Rogue.
Can you use a prepared spell twice?
In 5E, spell casters work differently than in earlier editions. Preparation casters, like Wizards and Clerics, have a massive spell list but still need to choose which spells they want to bring with them. Once they have their shortlist, they can freely cast any of their shortlisted spells using their available spell slots, similar to a Spontaneous caster.
Spontaneous spellcasters don’t need to make a shortlist; their entire library of known spells is their shortlist. However, their spell library is smaller than Preparation spellcasters. If your spellcaster’s role is very focused, a Spontaneous caster might suit your playstyle better. If you want a caster with a spell solution for any encounter, a Preparation caster might be more up your alley.
Unlike earlier editions, you can freely change your shortlisted spells any time you’re out of combat (although you won’t regain your expended spell slots until you long rest). This allows your Wizard to cast Divination spells in the morning, swap to his regular combat spell array in the evening, and re-slot interaction-focused spells like Comprehend Languages and Charm Person for the remaining spell slots for the day.
Can Arcane Trickster learn new spells?
The Spells Known column in the Arcane Trickster Spellcasting table indicates the number of wizard spells you can learn, each of which must be an enchantment or illusion spell of your choice and have spell slots for the level you have. At the 7th level, you can learn one new spell of 1st or 2nd level. At the 8th, 14th, and 20th level, spells can come from any school of magic. As you gain a level, you can replace one of your known wizard spells with another spell from the wizard spell list, provided it is an enchantment or illusion spell.
How often can Arcane Trickster change spells?
As you advance in this class, you can replace a known wizard spell with another spell from the wizard spell list, provided it is an enchantment or illusion spell of a level with spell slots. Intelligence is your spellcasting ability, learned through dedicated study and memorization. It is used when a spell refers to your spellcasting ability and when setting the saving throw DC for a spell you cast or making an attack roll with one. The spell save DC is calculated by adding 8 to your proficiency bonus and your Intelligence modifier.
How do you replace spells in Arcane Trickster?
The Arcane Trickster is a subclass of Rogue, capable of spellcasting from the Wizard spell list. They use Intelligence as their spellcasting modifier and are quick with their spells, as quick as a lockpick. They can use their spells to attack enemies or support allies in combat. The replacement spell must be of a level for which the Arcane Trickster has spell slots. The spells must be prepared and of the same level as the original spell. The Arcane Trickster can be found in various levels, from Level 3 to Level 12.
How many times can you cast the same spell in D&D?
A spell may be cast once per round, or twice on special occasions, provided it is in the spell book. Nevertheless, cantrips may be cast as often as desired, provided that they adhere to the once per round rule. To illustrate, a wizard is able to cast the Fire Bolt spell a number of times equal to the number of rounds in a round, provided that the cows do not return home first.
📹 IS ARCANE TRICKSTER Rogue Worth Playing in Baldur’s Gate 3?
Arcane Trickster Rogue is in a very weird spot. To be honest, on its own merits, it’s probably the single weakest subclass in BG3.
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I love my arcane trickster. As someone who is a half elf that was bullied on the streets of balduran, he stumbled upon a wizard that cheered him up with cool magic and explained the weave to him. He never saw him again, but from that day on he practiced with the weave for one simple goal. To summon himself a friend. As such, his first spell was find familiar. As he got older, his familiar helped him make money on the streets by distracting people for him to pickpocket. All of his spells are utility focused. He learns things to help him and his familiar get by easier on the streets. Stuff like fog, grease, darkness. Eventually the mage hand manifested with unique properties because his interpretation of the weave was unique itself. After being kidnapped by the illithid’s, he made some actual comrades, and his powers went from being weak when he was all alone in the world to being the setup for the team, then swooping in with sneak attacks and perma invisibility.
Small correction, Rogue gets it’s feats at 4, 8, 10, and 12. Edit: Finished the article. I think one way to improve Arcane Trickster is to take a few ideas from Pathfinder’s version. Make it able to proc Sneak Attack on cantrips, allow it to learn spells from Scrolls without a wizard dip, and maybe give the Mage Hand more functionality by allowing you to cast spells through it instead of yourself. It would greatly expand its usability and identity.
Arcane trickster definitely feels like it should be 3 levels for the thief subclass, then warlock for darkness + devil’s sight. Thats clearly the busted playstyle and an archfey warlock is basically a charismatic trickster with lots of access to strong utility spells, damage spells, and invisibility as a reaction when you take damage. That is incredibly strong as a trickster
9 in arcane trickster is really where it’s at for the disadvantage on spell save dc. You forgot to consider that arcane trickster can use scrolls! A hold person with disadvantage is plenty powerful. I take mine with sharpshooter and magic arrows too. Ring of the mystic scoundrel also plays a big role
I played an arcane trickster for two years in a tabletop campaign and I agree with you that the subclass is much more suitable to that medium. Turn on the charm to a guard while my mage hand legerdemain pickpockets the key off of him, minor/major illusion distractions while I or my party goes the other way, that sort of stuff. To recreate that character in bg3, at least combat wise, I downloaded the 5e spells mod so that I could have access to booming blade. BB+cunning action disengage or mobile feat adds a lot to tactical play to the subclass. That being said, that combination could be achieved by a multitude of other builds that have more utility as well. But I still had fun with it, since the archetype is one that’s close to my heart.
I don’t have to watch this article to know the answer: yes. It’s great, in fact. Arcane trickster does all the rogue-y stuff you want and need, PLUS it brings invaluable utility to the table, I literally don’t spec my rogue into anything else, they’re too weak. Also, frankly, pure damage subclasses like Assassin and Berserker are just boring. The spells AT gets are meant to be used primarily for utility (i.e., spells like Longstrider, Disguise, Tasha’s, Fog, etc.) NOT damage. If you don’t use them that way, well OF COURSE the subclass will suck. But that’s not the subclass, it’s user error. But even for damage output Arcane Trickster is excellent. There are many times when my AT Astarion carries my party in fights, and I play on Tactician. I play AT as a ranged damage dealer primarily; use the Cunning Hide as often as possible; and give them Sharpshooter as early as possible. I do concede that enhanced Mage Hand doesn’t deliver on its promises and that is not ok. It could use a fix.
Mage hand stuff – if you have volos eyes on someone, you need to cast mage hand further away so it stays invis. Casting it too near anyone with see invis seems to immediately prevent it from going invis on summon. The only bonus thing it kinda has for me is that you can give it hill giant and allow it to throw/shove medium units far. But then again most of the time I just leave it invis and move to trigger threatened and allow sneak attack O_O Other people say there are items it can hold and use the active of (like phalar alluve) but that seems way too risky since if the mage hand dies, the item vanishes with it. Also you can have multiple casts of mage hands per short rest if it uses a different stat. Starting as Mephistopheles tiefling will give you Cha and Int mage hand so you can do 2 casts per short rest. As for fighting, I dont really cast non elemental spells on my arcane trickster and rely mostly on just elemental spell -> offhand attack using elemental infusion ring. With handbows, Firestoker on burning gets to double dip with elemental infusion and the burned alive. With melee, Render of mind and body can double dip as well.
I agree overall with your take on the AT – but I’m surprised there was no mention of the Magical Ambush ability you get at level 9. IMO, that is the one unique thing AT brings to the table. Forcing targets to roll a saving throw at disadvantage is potentially really powerful. Unfortunately, it is hampered by the AT’s small spell pool and requiring stealth. But as far as I know, it works with scrolls which does help offset the spell pool issue. Because of that, it might be worth going 9 levels of AT with 3 levels of wizard to help increase your spell pool a bit (and to be able to learn spells from scrolls). Another I can see for a pure AT is that it does allow you to still get some useful utility spells – Longstrider, Feather Fall, etc. if you don’t have anyone else in your party who can cast them but want to max out sneak attack damage. I think another problem with AT is that if you are going to use it for offensive spells, you need to get your Int quite high. So you’re kind of forced into using the Warped Headband or into using feats to pump up your Int as well as your Dex. I played around with AT a bit because I didn’t want to multiclass and I liked the idea of the class. But then I realized that College of Swords Bards can provide a similar combat style with stronger spell casting. It’s a better Arcane Trickster than Arcane Trickster is.
Arcane Trickster is the tabletop I consider to be the best rogue subclass and while not every dnd 5e player will agree with my take, many would definitely consider it to be a good subclass. That’s mainly due to the following reasons: – Trap disarm toolkit do not exist in 5e as thieves tools can also be used to disarm trap. Larian did the legerdemain feature dirty by not allawing the hand to also disarm traps. If this was in the game I bet many people doing honour mod would consider this archetype simply to not risk dying by getting a nat 1 one on a disarm check. – Lacks of spells option in tabletop DnD there are many spells that are not in BG3 some of those spells are really good on an arcane trickster rogue. This is also a problem for other spellcasting classes/subclasses as some of their best spells are not in the game, including cantrips like booming blade and greenflame blade that because in order to deal damage require the caster to make a weapon attack roll you can also sneak attack. – The way BG3 and irl DM in a DND 5e usually handle certain things which in general affects the entire rogue class. Overall I think the class suffers from not properly being adapted in a articlegame setting, which is something they did with thief.
The trouble I had when playing with the Arcane Trickster was, that most of the fun spells did miss alot because my character’s stats were still mostly weapon focused. So I ended up using the spell slots mostly for utility spells like shield or blur. Running about with a Thief/Bard multiclass with high Charisma, those lovely Dex Gloves from the Creche and the Arcane Syngergy Diadem, felt much more like having a magical Rogue – I assume this works nicely with Wizard too.
I was waiting for this article and I’m not at all surprised lol. I am doing tactician difficulty with my Arcane trickster at level 9 and 3 levels of Wizard You mentioned that the Arcane Trickster has nothing unique. You may have missed it’s most unique feature, a feature that no other class in the game can get. Magical Ambush, at level 9. While hiding, enemies have disadvantage on saving throws from your spells. This is insane. This lets hold person have a 94% chance to hit instead of somewhere around 70% Is it enough to warrant playing? I don’t think so, but it IS unique enough to build around. You can drink a speed potion, cast hold person from hiding then Auto Crit sneak attack in the same turn. I’d recommend trying arcane trickster at level 9 if you ever get intrigued.
Its a shame because in tabletop dnd the arcane trickster is probably one of my favorite subclasses to play and is a lot of fun. I just don’t think it translates well into the article game. The best part of using illusion spells in tabletop is that ypu get to use your own imagination and the possibilities are almost unlimited. In the game the illusion spells are so much more limited. Same with mage hand.
I went AT for Astarion on my first save because it just seems so fitting for a vampire. Then I found out that half the vampire-appropriate spells are unavailable to ATs, so took a level of Wizard. Then I had to take even more levels of Wizard just to get Gaseous Form like any good Dracula-inspired vampire should have. Aaannd then I just respecced to Thief/Wizard. About a dozen saves later, I haven’t gone back to AT. I was thinking of trying again with 5AT/1Wiz/6EK, to get the lvl 5 Sneak Attack and lvl 6 Fighter Feat but Thief still looks like the better option. In fact, because AT is a 1/3 caster, it looks it’d be better off just going 3 Thief for the Bonus Attack and get three full caster levels by going 3Th/3Wiz/6EK… which just brings us back to the question of why bother with AT at all. That question sucks.
I may sound like a salty gamer… but one thing I feel like is that Larian decided to spend too much time on some classes but not others. Classes like Druid and Rogue feel kinda half baked to me, where others like Cleric has 7 fully fleshed out subclasses and most of them overlap with other classes so it feels kinda pointless and I hardly doubt people are running a ton of trickery, nature or, knowledge. I would have rather had a circle of stars druid and a well built arcane trickster tbh.
I agree that by it’s self Arcane Trickster in BG3 is absolutely terrible. and even going wizard doesn’t really fix it’s issues. you’d be better odd as a fighter wizard. but what seems to work really well is 5 Warlock 7 Arcane Trickster. you get 3rd level warlock spells that regen on short rests ( Bard is ur best friend here) if you pick up fiend you get fireball. and the big Golden key to this is the Control aspect. Blind for no concentration advantage on mostly everythng, Hold person for Guaranteed Crits and you can toss in whatever els. picking up pact of the blade and going Chrisma you have multi attack for melee and Eldritch blast when you’re at range. 4d6 sneak attack damage isn’t bad either. over all if you want to make Arcane Trickster work this might be the best way to do it. Battle field control assassin.
Arcane trickster is probably my favourite archetype since the old neverwinter nights games… Yet here it’s just so flat. If it applied sneak attack on spell attacks it would make sense to pick it over a bard or if the mage hand could lockpick or disarm at range like in the pathfinder games – but this way its literally a worse bard or a worse rogue1 wizard 11.
The Mage Hand being lousy is sad for sure but Arcane Trickster can be super good if you know how to build one. 1: 9 into AT while hidden your spells that hit enemies have them be disadvantaged on saving rolls. This is huge. 2: 3 into Wizard gives a total of 6 Cantrips, 8 level 1 spell slots and 4 level 2 spell slots + the ability to learn all level 1 + 2 spells. 3: You can use high level spell scrolls to greater effect due to 9 AT. Any scroll with a saving roll for enemies can be given to your character. 4: You can use a spell main action and bonus action sneak attack (5D6 + Weapon Damage) every round. This can give your turn a ton of options. 5: Dropping weapons or potions is free. Your mage hand can become an extra pseudo action if you position it well. Throwing weapons, alchemist bombs, bags full of grenades, health potions, haste potions (maybe), etc… Arcane Trickster seems like a terrible subclass but in reality it can be super good for utility, crowd control and still deal decent single target damage every round. Any spell that has enemies roll for saves become that much better if you can remain or find ways to get hidden (still really good opening up a fight from stealth). I think with a Haste Potion you can use a spell, weapon ability / special arrow and the bonus action attack for sneak attack.
The only reason why Arcane Trickster is really strong in D&D is because no one reads the descriptions and never plays the subclass raw. The Spellcasting is the biggest thing, but everything else? Magical Ambush seems strong until you realize that most spells that require a saving throw have a verbal component, this means, you become unhidden when you cast the spell, thus making Magical Ambush a useless feature. Versatile Trickster is kind of meh when you have Find Familiar at 3rd level. Hell, just having them with you grants you sneak attack with melee attacks. And Spell Thief, you can only steal 3rd level spells at 17th level, that means you won’t be seeing anyone casting those spells at that level. Sadly, Arcane Trickster if played by the rules, is pretty mediocre. Spellcasting and Mage Hand Legerdemain are the only good features in this subclass, the rest of the features are terrible.
While I can agree Trickster is not one of the strongest classes/subclasses in the game I think you are missing some of the value here. If I were to make a pure rogue 1-12 I think this is the strongest of the 3 options by level 7 and stays that way to the end. Trickster gives the most incentives to stay in rogue compared to the other 2. At level 7 you get a 1st and 2 2nd level spells along with evasion and sneak scaling. The other 2 get nothing in addition to the base class. At level 9 they have the strongest of the 3 features. At level 10 you get 2 additional 1sts as well I believe. The reason you would want to stay rogue is for the sneak scaling 6d6 is much better than 2d6. Also the bug on mage hand is annoying but it still lasts all day so you can have it in every fight until someone destroys it all other versions of mage hand are once per short or long rest and it’s by far the most impactful cantrip in the game especially late game when its hurling magic items around all the time with no cost to your action economy. Find Familiar is such a good pick up for scouting and generating more sneaks and you can cast it ritually unlike in tabletop. If you running a solo campaign true strike has some value when there is no place to hide to guarantee sneak attack. Ray of frost when there is water or blood or your mage hand is throwing bottles can generate prone to set up sneak attack. Minor illusion can be cast while hiding. Sleep is still nice because you can hover over an enemy and know there exact health and you will know whether the spell will work or not no saving throw!
Well damn. If the ledger domain is bugged. I will reconsider. I was thinking of using the Wizard 1 exploit and spicing up the A.T. with the scroll of summon quazit. Then the rest of the levels would be Rogue, while having him dual weild the enchanted crossbows and knives in the game. But maybe I should try Rogue 4 / 8 and the rest in Wizard.
I have been playing an Arcane Trickster as well as a Wizard who doubles in rogue type activities such as lock-picking. I have not tried to make overpowered characters. I just play characters I enjoy. I have enjoyed playing both of these characters, but is too early for me to make comparisons. I believe the Wizard will develop into a more powerful character, but I feel I have to be more innovative with my rogue. In the end, any character in D&D is just so much fun for me since I have spent almost 50 years DMing, so playing a character is just a treat.
I dont understand this game at all and none of the guides i watch make any sense to me. Idk the first thing about D&D or any tabletop game. I just love Divinity Original Sin 1 and 2 and other rpgs but this game (especially the combat and leveling up) is not making sense to me. Im gonna keep giving it my best shot at grasping it though.
I think that a lot of arcane trickster analysis articles miss many of the most powerful features the class gets. Invis mage hand staying out of combat to apply advantage for free is huge, but overall it’s a skill monkey class, and an extremely powerful one at that. 4 feats, grab actor and skilled, and whatever combat ones you want (medium armored for shield + yuanti scale, sharpshooter for dual crossbow dps for example) – don’t bother with proficiency in stealth. Minor illusion, fog, enhance leap, misty step, or invis potion/duergar can more than make up for a mediocre stealth roll. You can also ignore acrobatics and chug hill giant strength potion to not even see the downside of using the vastly superior athletics. However, you may not feel the need for a skill monkey if you don’t touch honor mode, because you can try until you pass the skill check.
Honestly, in my opinion the quarter casters are not that good here in BG3 vs their DnD self. Arcane Trickster elevates the rogue class in DnD whereas in BG3 its hard to play as a straight rogue who isn’t the thief duel wielding hand crossbow build. In DnD there’s a lot more that rogues can do that are just limited here in this type of game.
Wow Ive just been trying to make it work like yesterday and you post this article what a coincidence I’ve been trying to combo it with a trickster cleric like 4/5 cleric 8/7 arcane trickster to sort of cast a spell and go into hiding or heal from the shadows, but yeah rather underwhelming, maybe if it was able to cast its spells as a bonus action, there is an act3 ring that lets you cast enchantment and illusion(i think) as a bonus action BUT you have to make a melee attack, but a eldrich knight 6/wizard 6 with that ring can melee attack, cast hold person and potentially get a 100% crit extra attack if targets doesnt save hold person, or get mirror image as a bonus action for tankiness
My first ever dnd character was an arcane tricksters rock gbome he was a lot of fun to play kinda made up his personality on the spot yeah bad way to play but i stayed consistent with him hes basically a wannabe con artist and the spells i had for him on dnd aren’t in bg3 but regardless i made him in the game and ive been having a lot of fun with him just used more attacking spells and situationals color spray and mirror images was his main spells anyways and there were times where color spray saved my life when enemies would huddle on me im not a good rogue nor was Bob haha i was told i play rogues like a berserker a roguezerker anywho i would color spray them and run away yes i could have easily cunning out of there but bob wouldn’t do that he would blind them make a joke and run off giggling the arcane trickster in bg3 is very underwhelming but i still found it fun
The only thing good about the Arcane Trickster is that the mage hand last forever. I usually don’t bother with the spell, as casting it is tedious for how little use it has in the game. I’d make it last until long of short rest for any character, and then let it be more useful for the Trickster. One of my favorite defensive spells for most every D&D game is mirror image, but it is almost useless in BG3 as well. Any miss will destroy an image, which includes if they roll a 1 to hit. Some games have done it to where your AC stays the same but if you are hit, it rolls a d4 to see if you get hit, or you loose an image, in the table top version you have to roll a d20 to see if you get targeted or an image does, and a targeted image still has an armor class of 10+your dex modifier, so even if targeted they have to roll to hit it. On average the spell should last a few rounds in most versions of the game, but it gets quickly shredded in BG3, unless they roll very well and hit you every time. I don’t know why the went with this way, but all it did was my the arcane trickster less useful.
I love your build, and think it settled my next character. Same idea, just trading that level 6 wizard school trait for metamagic! Imagine, a 4 wild mage 4 diviner 4 ‘trickster tav who gets: 3 feats (20 dex & int), the invisible Mage Hand (infinite advantage sneak attacks), Sorcery points, a level 5 slot (for more sorcery points), Tides of Chaos, divination dice, expertise in sneak, and the ability to twincast greater invisibility on both himself and his Wolf-aspect dex barbarian bff who learned pass without trace to get us that +16 stealth check 🫥
I would have to totally agree Arcane Trickster is severely weaker as a Rouge subclass. Pre-patch it was okay because spells would trigger sneak attack and I had equipped my Arcane Trickster with 5 crit chance boosting equipment, given him Spell Sniper feat (got Eldritch Blast), and crit chance boosting elixir, and Risky Ring so i always had advantage. I would spam using Eldritch Blast which would proc 3 attack rolls which only need to roll 13 or higher to crit and add crit sneak damage. It was sorta of a one trick pony, but it was a very good trick. Now it’s just better to multiclass into wizard.
Probably my favourite type of RP, but it’s truly very underwhelming in comparison to, well, everything else really. I agree that your best bet is either 3-4 levels of Arcane Trickster/Thief, then going Wizard with the rest, or invest more into Rogue if you want to be primarily that class. I really hope that at least bugs with Mage Hand and Spell slots (if pure Arcane Trickster) will be fixed, but IMO, Rogue overall and AT in particular could benefit from an additional subclass feature. Though the only idea I have right now is to add Improved Minor Illusion into AT’s level 3 (and maybe do the same with Mage Hand Legerdemain for Illusion School Wizards), maybe do something with Friends cantrip, since it’s Enchantment School. It’s not much, but at least it’s on theme.
Arcane Trickster is just gimped and honestly bad in the game currently. Mage Hand Legerdemain doesn’t work, neither as advertised in the game description nor when compared to 5E RAW. You can’t use it to lockpick steal etc. That’s the whole flavor (or class action) of the subclass and without it you really are better off just doing some research on a spellcaster multiclass build for a rogue if you want to be a Spellthief. If you’re a rogue with high charisma sorc bard warlock works great. Gloomstalker/Thief with high wis and Ranger magic works well too. Of course if you want a more traditional Arcane Trickster Spellthief type, just multiclass into thief / wizard and trade the gimped AT Mage Hand Legerdemain for extra bonus actions as thief, and the ability to prepare spells and learn scrolls as wiz… AT is 1/3 spellcaster without the bonus action of thief. In actual DnD they make up for that with the flavor and utility of the Mage Hand Legerdemain. Without a properly working Mage Hand Legerdemain; literally anything is a better option for a spellcaster rogue build. I know this game is about the roleplay not builds, but the Mage Hand Legerdemain is 90% of the roleplay of the Arcane Trickster, ie how you find creative ways to use the hand. It really is just a bad subclass without that flavor and ability. You can even take the regular Mage Hand as a wiz cantrip and other than not being permanent it has the exact same level of utility…. I respeced as Thief Wiz and have had much more utility being able to swap and prepare spells at will when out of combat, and the bonus thief actions make him much better in combat.