The hardest part are the handful of unrestricted choices that you get, as there is just so much to choose from. Charm person and Disguise Self are perfect for social stealth, and Color Spray is a good option for giving yourself advantage or just blinding a bunch of people to get out of a difficult situation. While the spell restrictions on Arcane Trickster are a bit of a pain in the ass (especially since D&D Beyond doesn't enforce them, though at least the spell search feature is really good), being limited to enchantment and illusion for most picks isn't actually a huge problem, as they're often the spells that you want most as a Rogue. The problem with multiclassing Rogue is that it slows your sneak attack progression, and delays access to really good rogue features like Uncanny Dodge and Evasion, Reliable Talent etc. But the level 6 ability to gain lower level spell slots for casting divination spells can be very useful in a game where you're doing a lot of exploration. You probably don't need more than 2 or 3 levels in this one, though. Every little bit counts.ĭivination wizard is great for the portent die, especially if you're dropping control. Power surge at level 6 isn't that great, but I've seen a rogue/wizard using it for extra damage with his booming blade cantrip. The Wizard's arcane recovery for spell slots, and you'll still be able to use Sword Coast cantrips like booming blade. You do get higher initiative, as well as an at-will +2 to AC or +4 to saving throws as a reaction. War Wizard allows you some of the same perks as Bladesinger, though no second attack at higher levels. You'll be almost untouchable, and when you do actually get hit you've got uncanny dodge to halve that. This is great with a 14 Rogue/6 Wizard split, or an 11 rogue/9 wizard split. You basically become a tank rogue with this setup. Also that 2nd attack at level 6 is great. Add +10 speed, and your +INT to your AC and your concentration checks while bladesinging. Multiclass with Wizard and you can get this baby up to 5th level (4D8) so it makes up for losing some of those sneak attack dice.īladesinger makes a great multiclass for Rogues because INT is your secondary stat, ideally. A regular arcane trickster can only upcast this to 3rd level. You also get what will be your bread and butter spell: Shadow Blade. What you gain when you multiclass Rogue with Wizard are extra spell slots, ritual casting, a familiar (if you didn't take find familar as your any school spell) as well as defense spells like shield, absorb elements, misty step, etc. Spell thief at 17 is trash because by that time you're getting hit with 6th level spells or higher, and by level 13 you're not wasting a turn in combat to cast your mage hand to give yourself help. Blindsense isn't blind sight, so it's not that useful. Gaining proficiency in wisdom saves is great, but you can do the same thing by taking the feat Resilient (Wisdom). Each sneak attack die averages an additional 3.5 damage but it can be made up in other areas.īesides, most rogue abilities past level 11 aren't all that great anyway. When multiclassing Rogue and Wizard, losing a little bit of sneak attack damage to gain some extra utility isn't the be-all, end-all for the character. You’ll want to go for something a little different to get the most out of that. I’m not saying you can’t make a decent wizard/rogue multiclass, but if you want something that plays like an Arcane Trickster the multiclass is arguably never going to stack up. You also can’t get sneak attack damage via ranged spell attacks. Multiclass wizard/rogues have their advantages as well, depending on what class ratio you go for, but the Illusion and Enchantment spells you’d typically use to support rogue tactics almost all allow a save (so you’d want a high Int to increase the save DC) and taking wizard levels reduces sneak attack damage and can preclude getting to some very choice high level rogue abilities. Monstrous Compendium Vol 3: Minecraft CreaturesĪrcane Tricksters use magic to support their rogueish qualities, and by and large they tend to strike a great balance in that regard thanks to a complementary spell list and not losing out on any core rogue features.
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