![]() Invisibility and Silence, first and foremost. But there are a lot of useful tricks you can pull with them, especially if you leave a few traps behind you or carry the tools to improvise one. Illusions are easy to overlook because they are a defense and support element, not an offensive one. And if you make illusions of things that could naturally be passed through anyway, or that basically just reskin actual physical objects, even physically interacting with the illusion won't give you away. Illusions of things that aren't suspicious don't generally raise enough eyebrows to offer saves at all. ![]() The key thing you are missing about illusions is that before anything gets a save against an illusion, it has to either physically interact with it in a way that shouldn't be possible, OR it has to suspect something is up sufficiently to waste an action examining the illusion and THEN successfully pass an Investigation check. roleplay, puzzle solving, trap disarming, lock unlocking, you get the idea. Arcane tricksters tend to have a huge bag of tools to reach into in a lot of situations. Just pointing out why you might be seeing a discreprency. So you might be experiencing the 'trade off' a rogue experiences for having out-of-combat abilities that compensate for their slightly lackluster in combat abilities.įor the record, I mean ZERO disrespect for the game you're running or the style of D&D you're playing at. But some of those options include things that aren't a part of the combat of D&D. Where they diversify their abilities in order to have options. Rogues, Bards, Rangers and I'd throw in Warlock too. Not every character needs to be a laser scalpal designed to target one specific aspect of the game combat engine. I know other comments have gone into the benefits of being a rogue, and having a little bit of magic. You may not be seeing the difference in a game focused on combat, but it's there. There are several classes, and especially archtype choices that are more for roleplay, flavour, out-of-combat skills and expertise and other such things. To me the biggest thing you're missing is "I run a 5e D&D game that focuses primarily on tactical combat." Level 7 is a big power spike with those level two spells for the trickster. Throw in a blur or mirror image (heck, even both seeing as mirror image doesn’t use concentration) and you can avoid almost everything while doing damage. ![]() The best thing is with uncanny dodge and evasion which are coming soon, you can zoom about and dodge tank like the best of them. Mage hand gives you a lot of utility and can do some great clutch moments (steal the lichs phalactery from 30 feet away!).Īlso people always forget that Rogues are super mobile with their cunning action (not just for hiding, dashing too!) Only Monks can outspeed them. Seeing your party build, maybe your rogue won’t be the master of combat but they are definitely the most skilled member of your party.Īs a Rogue, you are never going to be consistently putting out decent numbers but when you get in that sneak attack (crit on a sneak attack, good lord) you can end fights. Level 4/5 means you are on first level spells and while some are very useful, getting to second level gives you some amazing tools to use. Never played one but Arcane Tricksters are so great from seeing my fellow players use them. Combat areas for every conceivable encounter. Collection of Podcasts, Vidcasts, and other D&D Multimedia for your consumption. Worldbuilding, Storybuilding, DM Discussion. The DM Help Multireddit Check out our wiki! Message the Moderators
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