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But dont rely on their magic for damage as they only go up to 3rd lvl spells.
The spells you pick with them should be utility and defence.
I am looking at this guide and its perplexing me a good bit...
https://deltiasgaming.com/best-baldurs-gate-3-rogue-arcane-trickster-build-guide/
It says to set int to 8, yet it does not make use of headband of intellect.
Minor illusion is really the only cantrip I bothered to use for arcane trickster. Bone Chill has some potential utility as well.
Arcane Trickster doesn't actually need int. They can just take spells that don't require a spell save or an attack roll. You don't really have access to any good damage dealing spells in general, so those are really what you'll be taking anyway.
Wont be the best caster anyway, and the concentration saves aren't going to mess up things too much.
If you roll a trickster from scratch or start with Astarion as origin, guess the more interesting question is where you want to sink the proficiencies.
You’ll want a few attack cantrips, fire bolt and ray of frost are good as they can be used from a distance, and acid splash will give you a decent aoe, and shocking grasp will help in melee. Poison spray is also helpful on occasion. It’s not a combat spell but mage hand can be useful when used right.
As for higher level spells, use what you can to troll the enemy. Tasha’s laughter and Sleep will keep foes still long enough to get your melee fighters into position for an attack. Grease will make the ground slippery and hard to cross for your enemies, but also your allies so be careful. Charm person will prevent people from attacking the caster, and disguise self will be good for snooping around.
Second level spells. Invisibility and hold person are all you need.
You can't sneak attack with fire bolt and ray of frost, so they're generally inferior to an actual ranged weapon.
Gained at lvl 9 of Arcane Trickster
Magical Ambush: while you are hidden, your targets have disadvantage on saving throws against your spells. This gives us incentive to not only attack from stealth, but use our spells. This will be particularly relevant for stuns where the percentage chance to land is low. You don’t want to burn your one action on a spell to stun the opposition and you miss.
There is also the Spellthief bow you get very early which can be quite useful and High Elf gets the needed proficiency.
Magical Ambush doesn't give your spells sneak attack damage. Saving throws also aren't made against attack rolls. Unless you can't get your sneak attack that turn, a ranged weapon is better than fire bolt.
This. The game is filled with great bows for casters even in Act 1, and you can swap them out for each situation. Damaging spells are overall a waste on an Arcane Trickster as they already get full sneak attack and should use their spells for other utility, especially ones that can be cast as rituals so they don't use spell slots outside combat. Enhance leap, disguise self, feather fall, fog cloud, longstrider, mage armor, arcane lock, darkness, invisibility are all great spells for an AT. Sadly, lvl 2 spells is the highest you'll get.
It does make sense for debuff and CC I guess? I mean depending on build, you'll be a somewhat poor caster to begin with...