The Arcane Trickster is a subclass of Rogues in DnD 5e, offering a blend of arcane magic and Rogue’s quickness. They have access to magic and are limited in their ability to cast spells. The Arcane Trickster’s spells focus on Enchantment and Illusion, making them tricky and deceptive. High elves and forest gnomes excel in this category due to their perfect ability score bonuses and innate spellcasting abilities.
Arcane Trickster spells are mostly enchantments and illusions, with the third spell being any 1st-level wizard spell. They can take three spells, two of which must be from either Illusion or Enchantment, and the third can be any 1st-level wizard spell. Some of the spells learned as an Arcane Trickster include Acid Splash Blade Ward Bone Chill Dancing Lights Fire Bolt Friends Light Minor Illusion.
Arcane Tricksters learn cantrips, such as Mage Hand and two other cantrips of your choice from the wizard spell list. It is a feature of the Arcane Trickster to be able to cast lvl’d spells as a BA in the book, and it is up to interpretation. The Arcane Trickster’s versatility allows them to create the right tools for any job, no matter how small, awkward, or strange.
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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 arcane tricksters learn spells like wizards?
Upon reaching level 20, the Arcane Trickster is able to access any wizard spell up to level 4, provided that they possess the requisite level 4 spell slots.
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.
Do Arcane tricksters get fireball?
Those who employ the use of deceit will be limited to the utilization of spells at level 2. While the level 9 spell, “ambush ability,” is undoubtedly formidable, the majority of effective spells that inflict damage are level 3 or above. 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 potentially nudity or sexual content. To update content preferences on Steam, please refer to the following link.
Are there any arcane spells?
Arcane spells are more dramatic than divine spells, resulting in flight, explosions, or drastic transformations. They work without physical cause or rational explanation, and characters use a mysterious power source to shape it into a desired effect. The history of arcane magic is hazy, but evidence of wizard-like orders and witches dates back to the First Age. Accounts of the Elves’ time across the sea tell tales of diviners.
Magic and arcane spellcasters have always been part of Oerth’s history. Legends suggest that ‘Boccob’, the god of knowledge, libraries, and council, is the domain of arcane magic, and he is said to have discovered and harnessed its power.
How many spells do Arcane Tricksters get?
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.
Do Arcane tricksters get a spellcasting focus?
In this text, the player learns to cast spells as an Arcane Trickster, following the rules outlined in the Player’s Handbook. They have three cantrips: Mage Hand and two other cantrips of their choice from the Arcane spell list. As they gain a Rogue level, they can replace one of their cantrips with another from the Arcane spell list. When reaching 10th level, another Arcane cantrip is learned.
The Arcane Trickster Spellcasting table shows the number of spell slots needed to cast spells of 1st level and higher. To cast a spell, one must expend a slot of the spell’s level or higher. All expended spell slots are regained after a Long Rest.
A list of prepared spells of 1st level and higher is prepared for the player. This includes three 1st-level spells from the Arcane spell list, two of which must be from the Enchantment and Illusion schools of magic. The number of spells on the list increases as the player gains Rogue levels.
When a player gains a level, they can replace one of their known spells with another spell of their choice from the Arcane spell list. The chosen spells must be of a level for which they have spell slots.
The 17th level of spell casting allows the player to magically steal the knowledge of how to cast a spell from another spellcaster. After a creature casts a spell that targets them or includes them in its area of effect, the player can use their Reaction to force the creature to make a saving throw with its spellcasting ability modifier. If the save fails, the player negates the spell’s effect against them and steals the knowledge of the spell if it is at least 1st level and of a level they can cast.
The prepared spells for the rogue level are listed in the table.
What spells does an arcane trickster get?
The Arcane Trickster Archetype consists of three cantrips, including Mage Hand and two other spells from the wizard spell list, and three 1st level wizard spells, two of which must be chosen from the enchantment and illusion spells. The class features include saving throws, dexterity, and intelligence, with hit points at 1d8 per rogue level and 1d8 or 5) at higher levels. The archetype also has light armor and weapons such as simple weapons, hand crossbows, longswords, rapiers, and shortswords.
How many spells does an arcane trickster get?
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.
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