Rogues and Wizards, on the other hand, are both Classes that.well, they like having ASI's and Feats, but don't really need them. For a Fighter or Barbarian, getting that first Feat is practically as vital as riding the single-class train to 5th level for Extra Attack. I could go Rogue 4 and then Wizard 2.Opinions vary, but on the whole I'm of the impression that ASI's/Feats are largely overrated, especially for some builds. ![]() My worry with starting Rogue 3/Wizard 2 is that it delays my ASI/feat by two levels. I'd view Conjuration Wizard 6 as a great ability to get out of trouble should you ever get caught, and all the other levels past 6 as being choices for higher level spells (Greater Invisibility, Arcane Eye, Polymorph, Dominate Person, Hold Monster, Scrying, etc). I wouldn't push past Wizard 9 if I went Conjuration, as the level 10 Conjuration Wizard doesn't do much help for this particular multiclass. I would just be aware that Conjuration doesn't really do well imo for the later Wizard levels. I'll definitely recommend Conjuration as a school for the OP's AT/Wizard combination. She is loving the Rogue, plus the nice little bonus of being able to make anything that fits in a 3' by 3' box is pretty incredible utility. There is another player in my game who is playing a Human Arcane Trickster 7//Conjuration Wizard 2 with the Mobile feat as her starting feat. And I gotta say I quite enjoy playing the wizard-as-a-rogue.How are you enjoying the level 2 Conjuration ability? In the hands of a creative player, it can be incredible. This is actually what Im playing at the moment (lvl 4 conjurer), I have deliberately avoided most direct damage spells in favour of utility and control stuff, though my group has a lot of heavy hitters to dish out the damage. With the right background and skill choices you can tick all the 'classic' rogue boxes (stealth, trap disarming, lockpicking etc) and have the full range of the wizard class behind you. Have you considered just going full Wizard and just having a high dex and rogue skills? The only real advice I'd give is to take Rogue levels in blocks of 3, if only because AT has a 1/3 spellcasting progression. Whether you aim for Arcane Trickster 3/Wizard 17, Arcane Trickster 18/Wizard 2, a 10/10 split or all gels quite nicely. From there you can choose which direction you want to take the character if you find yourself enjoying the spellslinging more, you can advance Wizard if you find yourself enjoying the skills and combat, or are feeling vulnerable, then you can advance Rogue.Īrcane Trickster and Wizard is one of those Multiclass combinations you can't really get wrong. You'll have 2nd level spell slots (as a 3rd level caster), Cunning Action, 2d6 Sneak Attack, Expertise and whatever School feature you've gone for. ![]() I would probably look at going Rogue (Arcane Trickster) 3/Wizard (whatever) 2 as a starting point. Necromancy, for Grim Harvest, might also be an interesting option if you've got a decent Int score. ![]() Abjuration isn't a bad choice if you're going tanky, but it's dependence on Wizard levels makes this a better choice for a Wizard with a few levels of Rogue than the other way around. In the early game, the additional spell slots will make you feel more like a spellcaster, faster.ĭepending on which school you pick, Wizard can offer some great stuff to a Rogue Portent is always great for anyone, but with Rogues tending to make a higher number of rolls than, perhaps, other characters (picking locks, stealth, Perception to find traps, whatever Expertise skills they have skill monkeys roll more dice), that Portent goes a little bit further. ![]() Being able to swap out all of your 1st level Arcane Trickster spells known for higher level ones is a great boon in the mid to late game. If you want that little bit of extra magical "oomph", then a Wizard dip is definitely not wasted on an Arcane Trickster.
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