You also aren't restricted to certain spell types that the Arcane Trickster is stuck with. Two levels of Wizard gives you access to 8 spells (of which many can be rituals, meaning as a Wizard you don't need to prepare them because you can cast them from your book). If you're looking to optimize an Arcane Trickster and have at least 13 Intelligence, you definitely want to dip for two levels of Wizard. IMO a 13 in wisdom/charisma opens up some spells from other classes that are also great like silence Fireball is great but by the time you get it, you may want to save that slot for gaseous form or fly. So decide what you want to use your spells for, exploration, combat, or getting past people or objects. Stuff like charm or invisibility to get past guards. Stuff like fly, levitate, I used to augment my thief skills My issue with AT and the reason I grabbed some wizard is just more spells and spells that do not depend on saves. Stuff like invisibility and greater, are great to get into places and cause trouble on even cast these on other party membersīB/GFB didn't exist yet, but really any rogue can snag these treats I used my spells like blur or mirror image to help out in melee. I played a mountain dwarf arcane trickster, strength based. How much investment do you want to put into intelligence so you can use charm spells and the like? Otherwise it really depends on what you want to do. Get ritual caster and as many first levels spells you can squeeze into your spell book
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