Arcane Trickster |
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Arcane Trickster Features |
Inherited Rogue Features |
Arcane Trickster is a Subclass of Rogue in Baldur's Gate 3. Arcane Tricksters primary ability is Dexterity, their saving throw proficiencies are Dexterity & Intelligence and they have a Hit Dice of 1d8. They have proficiency with Simple weapons, hand crossbows, longswords, rapiers, shortswords and with Light Armour.
Arcane Tricksters are rogues with a clever touch of magic, using illusions and enchantments to keep their opponents on the backfoot.
BG3 Arcane Trickster Class Features
Arcane Trickster Spellcasting
- Third Spellcasters: Gains spellcasting at level 3. Unlocks new spell level every 6 Rogue levels starting at level 3, up to level 2 spells.
- Cantrips: Starts with Mage Hand and 2 other Cantrips at level 3 (gains additional cantrips at level 10)
- Spell Save DC: 8 + your Proficiency bonus + your Intellegence modifier
- Spell Attack Modifier: your Proficiency bonus + your Intellegence modifier
- Known Spells: See table.
- Spell List: Known Casters. Cannot change equiped spells freely. Can only swap equiped spells on level up.
Ritual Casting: No
BG3 Arcane Trickster Features Progression
- Level 3
- Level 1 Arcane Trickster Spellcasting (Subclass Feature)
- Mage Hand Legerdemain (An improved version of Mage Hand) (Subclass Feature)
- Level 7
- Level 2 Arcane Trickster Spellcasting (Subclass Feature)
- Level 9
- Magical Ambush (Subclass Feature)
- Level 10
- Choose 1 additional Arcane Trickster Cantrip (Subclass Feature)
BG3 Arcane Trickster Spell Slots
Level | Cantrips | Spells Known | I | II |
Level 3 Arcane Trickster | 3 | 2 | 2 | - |
Level 4 Arcane Trickster | 3 | 3 | 3 | - |
Level 5 Arcane Trickster | 3 | 4 | 3 | - |
Level 6 Arcane Trickster | 3 | 4 | 3 | - |
Level 7 Arcane Trickster | 3 | 5 | 4 | 2 |
Level 8 Arcane Trickster | 3 | 6 | 4 | 2 |
Level 9 Arcane Trickster | 3 | 6 | 4 | 2 |
Level 10 Arcane Trickster | 4 | 7 | 5 | 2 |
Level 11 Arcane Trickster | 4 | 8 | 6 | 2 |
Level 12 Arcane Trickster | 4 | 8 | 6 | 2 |
BG3 Arcane Trickster Tips & Builds
- You can, as of Patch #1, Sneak Attack with (Ranged) Spell Attacks requiring Attack Rolls to determine whether you hit, e.g. Fire Bolt or Eldritch Blast. Sneak Attack damage will apply only once and you need wield a Finesse or Ranged weapon.
- At level 9, Arcane Tricksters learn Magic Ambush. While hidden, Arcane Trickster targets have Disadvantage on Saving Throws against their Spells.
- Warped Headband of Intellect, which can be found very early on in the Blighted Village, can be extremely useful for Arcane Tricksters. It sets Intelligence to 17 and allows you to dump the stat, so you can prioritize other Ability Scores.
- Notes, Tips, and other Trivia for the Arcane Trickster class go here.
All Rogue Spells in Baldurs Gate 3
You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.
Quick Search of All Spells
Name | Level | School | Casting time | Description |
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Cantrip | Conjuration | ![]() |
1~6 Damage Throw a bubble of acid that damage each creature it hits. |
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Cantrip | Necromancer | ![]() |
1~8 Damage![]() ![]() Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | ![]() |
1~10 Damage Hurl a mote of fire. |
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Cantrip | Conjuration | ![]() |
1~12 Damage![]() ![]() Project a puff of noxious gas. |
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Cantrip | Evocation | ![]() |
1~8 Damage Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | ![]() |
1~8 Damage The target cannot use reactions. This spell has Advantage on creatures with metal armour. |
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Cantrip | Abjuration | ![]() |
Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
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Cantrip | Enchantment | ![]() |
Gain Advantage on Charisma Checks against a non-hostile creature. |
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Cantrip | Evocation | ![]() |
Illuminate a 9m radius. |
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Cantrip | Evocation | ![]() |
Infuse an object with an aura of light. |
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Cantrip | Conjuration | ![]() |
Create a spectral hand that can manipulate and interact with objects. |
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Cantrip | Illusion | ![]() |
Create an illusion that compels nearby creatures to investigate 10 turns ![]() ![]() |
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Cantrip | Divination | ![]() |
Gain Advantage on your next Attack Roll.![]() ![]() ![]() ![]() |
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Level 1 | Enchantment | ![]() ![]() Level 1 Spell Slot |
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. ![]() ![]() ![]() ![]() |
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Level 1 | Evocation | ![]() ![]() Level 1 Spell Slot |
3~18 Damage
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Level 1 | Evocation | ![]() ![]() Level 1 Spell Slot |
3~24 Damage |
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Level 1 | Illusion | ![]() ![]() Level 1 Spell Slot |
Blind creatures up to a combined 33 hit points. |
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Level 1 | Illusion | ![]() ![]() Level 1 Spell Slot |
Magically change all aspects of your appearance.![]() |
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Level 1 | Transmutation | ![]() ![]() Level 1 Spell Slot |
Triple a creature's jumping distance.![]() ![]() ![]() |
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Level 1 | Transmutation | ![]() ![]() Level 1 Spell Slot |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends.![]() ![]() ![]() |
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Level 1 | Necromancy | ![]() ![]() Level 1 Spell Slot |
Gain 7 temporary hit points.![]() ![]() |
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Level 1 | Transmutation | ![]() ![]() Level 1 Spell Slot |
You and nearby allies Immunity to Falling damage.![]() ![]() ![]() |
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Level 1 | Conjuration | ![]() ![]() Level 1 Spell Slot |
Summon a familiar, a fey spirit that takes an animal form of your choosing. ![]() ![]() |
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Level 1 | Conjuration | ![]() ![]() Level 1 Spell Slot |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns ![]() ![]() ![]() ![]() |
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Level 1 | Conjuration | ![]() ![]() Level 1 Spell Slot |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone.![]() ![]() ![]() ![]() ![]() |
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Level 1 | Conjuration | ![]() ![]() Level 1 Spell Slot |
![]() ![]() ![]() Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby. It leaves an ice surface. 2 turns
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Level 1 | Transmutation | ![]() ![]() Level 1 Spell Slot |
Increase a creature‘s movement speed by 3m.![]() ![]() ![]() |
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Level 1 | Abjuration | ![]() ![]() Level 1 Spell Slot |
Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier.![]() ![]() ![]() |
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Level 1 | Evocation | ![]() ![]() Level 1 Spell Slot |
6~15 Damage ![]() Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target. ![]() ![]() |
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Level 1 | Abjuration | ![]() ![]() Level 1 Spell Slot |
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.![]() ![]() ![]() ![]() |
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Level 1 | Necromancy | ![]() ![]() Level 1 Spell Slot |
1~16 Damage![]() ![]() Possibly Poisons the target. ![]() ![]() ![]() ![]() |
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Level 1 | Abjuration | ![]() ![]() Level 1 Spell Slot |
When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
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Level 1 | Enchantment | ![]() ![]() Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points.![]() ![]() ![]() |
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Level 1 | Enchantment | ![]() ![]() Level 1 Spell Slot |
Leave a creature Prone with laughter, without the ability to get up.![]() ![]() ![]() ![]() ![]() |
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Level 1 | Evocation | ![]() ![]() Level 1 Spell Slot |
2~16 Damage
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Level 1 | Evocation | ![]() ![]() Level 1 Spell Slot |
1~12 Damage |
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Level 2 | Abjuration | ![]() ![]() Level 2 Spell Slot |
Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock. |
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Level 2 | Necromancy | ![]() ![]() Level 2 Spell Slot |
Limit a foe's sight range. It is easier to hit, and the creature will miss more often. |
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Level 2 | Illusion | ![]() ![]() Level 2 Spell Slot |
Attackers have Disadvantage on Attacks Rolls against you. |
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Level 2 | Conjuration | ![]() ![]() Level 2 Spell Slot |
4~16 Damage Conjure a cloud of spinning daggers that attack anyone inside. |
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Level 2 | Enchantment | ![]() ![]() Level 2 Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Level 2 | Evocation | ![]() ![]() Level 2 Spell Slot |
Create a dark shroud that Heavily Obscures and Blinds creatures within. ![]() ![]() ![]() ![]() |
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Level 2 | Transmutation | ![]() ![]() Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. ![]() ![]() |
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Level 2 | Divination | ![]() ![]() Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. |
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Level 2 | Transmutation | ![]() ![]() Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength.
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Level 2 | Conjuration | ![]() ![]() Level 2 Spell Slot |
2~12 Damage Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. |
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Level 2 | Evocation | ![]() ![]() Level 2 Spell Slot |
Summon a strong wind that clears all sounds and pushes creatures back 5m, forcing them Off Balance.![]() ![]() ![]() |
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Level 2 | Enchantment | ![]() ![]() Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Level 2 | Illusion | ![]() ![]() Level 2 Spell Slot |
Touch a creature to turn it Invisible. |
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Level 2 | Transmutation | ![]() ![]() Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock.![]() |
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Level 2 | Transmutation | ![]() ![]() Level 2 Spell Slot |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. |
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Level 2 | Evocation | ![]() ![]() Level 2 Spell Slot |
4~16 damage + 2~8 damage Shoot a green arrow that covers the target and the ground with acid. |
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Level 2 | Illusion | ![]() ![]() Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. |
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Level 2 | Conjuration | ![]() ![]() Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see.
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Level 2 | Illusion | ![]() ![]() Level 2 Spell Slot |
Deal damage to a creature each turn. The type of damage changes to the last type the creature suffered. |
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Level 2 | Necromancy | ![]() ![]() Level 2 Spell Slot |
Weaken a foe: they deal half damage with weapon attacks using Strength.
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Level 2 | Evocation | ![]() ![]() Level 2 Spell Slot |
2~36 Damage Hur1 3 rays of fire. Each ray deals 2∼12 Fire damage. |
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Level 2 | Divination | ![]() ![]() Level 2 Spell Slot |
Become able to see invisible creatures, and possibly reveal them to others.![]() ![]() ![]() |
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Level 2 | Evocation | ![]() ![]() Level 2 Spell Slot |
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
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Level 2 | Conjuration | ![]() ![]() Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them.
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All Rogue Spells Gallery
Rogue Cantrips
Lvl 1 Rogue Spells
Lvl 1 Rogue Expanded Spell List
Lvl 2 Rogue Spell List
Lvl 1 & 2 Rogue Spell List Expanded
- Anonymous
I think people really undervalue this class, and it's sad. It's not going to hit the biggest numbers, no; and no, it doesn't get spells past level 2.
But here's the thing: multi class it with wizard. At Rogue 9 and Wizard 3, you get level 3 spell slots (which is where CC heaven is), and you can sneak attack with cantrips for when you want to damage.
At wizard 3 you also will have a subclass, and I loved using Divination. So even if someone rolled successfully with disadvantage, I could use a portent dice to change it. So, so fun. And thematic!
And I didn't try this myself, but hearsay is that the sneak attack damage applies to each Eldritch Blast. So the feat spell sniper might be really darn good here.
- Anonymous
I like going 10 lvl arcane trickster 2 lvl wizarf (illusionist, enchantment, conjuring, divination are the 4 better option for this build).
This set up sacrify 1d6 on your sneak attacks in exchange of a sub wizard lvl 2 feature and the ability to cast 2 rank 3 spells per long rest.
Item wize, spellsparke gives lightning charges, necklace of elemental augmentation (gives intell modifier 3 times to your cantrips with lightning charges and sneak attack), Yurgir's crossbow (for a free scorching ray), ne'er misser (changes your sneak attacks to force damages, and gives a free lvl 3 magic missiles), cloak of cunning brume (creat brume blinding ennemies for a bonus action = auto-set up of sneak attack), ring of vision protection (not to get blinded by your own brume), ring of arcane synergy (add intell modifier to your off and attacks after hitting a cantrip).
The rest is pretty much to your liking. Helmet of arcane acuity is always a good pick as you can stack it with your off-hand, but hat of pyroquickness can also be cosidered to get bonus actions on your scorching rays.
Long story short, quite a fun sub-class who is able to hit quite hard with cantrip, while having spells for utility (shield, blur, grease for example).
- Anonymous
if you do a sneak cantrip with the necklace of elemental augmentation, the spell modifier is also applied on the sneak attack component. Effectively adding your spell modifier twice on your spell
- Anonymous
Strongest and absolute broken class/playstyle in general.
LV 2 - Hide as bonus action
LV 3 - Fog Cloud
LV 4 - Alert feat
Soloing most encounters with ez.
- Anonymous
- Anonymous
- Anonymous
This class need sligthly better spell slot progression. If you go to lvl 9 you cant even multiclass into a full caster class to get a lvl 4 slot once you reach lvl 12. You would never be able to have improved invisibilty or phantasmal killer available. you want improved invisibility to be able to get sneak attack per hit since you are outside of combat on every hit. and you want phantasmal killer to use that spell from far range and immediately go into potion of invisibilty (no concentration) for cheap sneaky spell rouge kills. If you want to play a sneaky mage, you might as well pick a different combination of classes, not this.
- Anonymous
As of Hotfix #5 Arcane Trickster sneak attack is bugged. It will randomly vanish from your character and then you can no longer sneak attack on spells, just on normal classes, which invalidates about everything of this class.
- Anonymous
Does ranged spell sneak attack only work with Arcane trickster, or any rogue subclass and multiclassing to spellcaster?
- Anonymous
I think in the latest patch Arcane Trickster is bugged. If you use a spell with multiple attack rolls (Eldritch Blast or Scorching Ray), Sneak Atk triggers for every single bolt. It's nuts.
- Anonymous
Did some testing with the new sneak on cast feature: it works, however only with single target damage spells that say "Attack Roll" in their tooltip. So not with Magic Missile or Burning Hands (no attack roll), also not with Thunder Wave or Acid Splash. It also only applies on the initial hit, so secondary damage as with Witch Bolt or Ice Knife does not apply sneak attack damage.
- Anonymous
- Anonymous
Kinda underwhelming when compared to PnP Arcane Trickster, because PnP one is a S-Tier subclass. Still, it's strength relies on it's versatility and the use of Mage Hand (which use is more limited than PnP and shouldn't be limited to short rest, that's a huge nerf for a cantrip, it's just wrong). With Arcane Trickster you can deal some damage, some magic damage, deal some crowd control and some buffs and debuffs. You have the great variety of skills all rogues have and you can pick the cantrip Friends which is a great cantrip for NPC interaction and also offensive cantrips. You can also get expertise on charisma based skills, so I think of it as a great subclass for people that want a main character that is not charisma based but that can also somewhat excel in NPC interaction, which is a major part of the game.
- Anonymous
Am I just not seeing something with this class? At lvl 12 you get no extra attacks or bonus actions so your damage primarily comes from hoping you get a good sneak attack roll to hit somewhat harder than a fighter for 1 attack, except the fighter has like 3 more attacks afterwards (and god forbid you roll poorly or miss your 1 attack). Even as a multiclass you don't get magical ambush until lvl 9 so you don't have alot of levels for another class nor enough levels to get the extra attacks trait from lvl 5 ranger/fighter/barb or sth. Your class strength kinda boils down to casting tashas/blindness with advantage while stealthed (or maybe something better with scrolls except those are limited) but you don't get too many spell slots (only 2 lvl 2 spell slots at lvl 12). I guess you can try to push enemies off cliffs with your invis mage hand but idk how well the push chance on the hand scales (plus it defo feels kinda cheesy and isnt possible in some places). I kinda feel like lvl 5 ranger+4 thief/ 5 gloom+4 assassin with lvl 3 wizard provide a much better arcane trickster feeling class than this subclass does.
- Anonymous
What about multiclassing Arcane Trickster with Wizard? Having magical ambush seems very powerful, but I need 9 rouge levels to get it, which doesn't vibe with my plans. I just want an affliction specialist!
- Anonymous
This subclass offers slightly less than the other two rogue subclasses.
But then you consider that one of its main features is an improved mage hand and you realise this subclass actually offers next to nothing.
Spells are nice but I've not yet found a good use for them vs just sneak attack. An I visible mage hand to help distract enemies and five you advantage is amazing.... but the merged mage hand to once per short rest. And until they fix it... this subclass is junk
- Anonymous
Im new to BG but after looking up advantages of multiple classes I gotta say. If youre looking to play out the fantasy of an arcane trickster you might as well multi class a rogue to thief lv9 and either a wizard of some kind (illusion?), a warlock (great one or infernal), or a bard to lv3. You just get more perks
Arcane trickster has potential to be super sick but its too limited. If idk darkvision or invisibility was a cantrip or something it would be awesome but right now you come out better multiclassing a magic class to lv3
- Anonymous
Is it worth taking Ritual Caster on Astarion as a companion to take Longstrider and Enhanced Leap for extra mobility, so as to be able to pick other spells from leveling up?
- Anonymous
This class is fine, but its biggest issue is if you ignore intel, you’re going to have a bad time getting debuffs and nukes to land without using Magical Ambush. And since it’s level 9, there’s not really a whole lot you can synergize with this via multiclassing. Which means you just have minor spells and sneak attack and… slightly improved mage hand, I guess.
It feels more appealing to just do Wizard/Warlock and have any melee weapon you want with proficiency, disarm immunity, and the melee damage scales off your caster stat. And then on top of that you have an enormous spell library, warlock spell slots, and perks for casting spells from Wizard. And all you lose is your cunning actions and uncanny dodge.
I’m not necessarily saying this setup is “better”, it’s just more appealing on paper, and probably why people say Trickster is lacking.
Personally it’s a hard sell having to invest 9 levels into a class for Magical Ambush when it’s just an Advantage/Disadvantage modifier with no damage increase. I’d rather multiclass a warlock with a pure caster or shadow monk. Or do a Caster/Champion multiclass with Spell Sniper. The Trickster perks are just unappealing for having minor spells.
- Anonymous
Just be a bard until this gets buffed. This class can’t do anything within itself to make it worth getting level 9.
A bard with no subclass at 9 does everything this class does but better, minus sneak attack, just for magical ambush.
- Anonymous
I see people here badmouthing arcane trickster and I laugh. To me it's already worth it just for the Shield spell. Fog cloud gives you a way to hide in plain sight. Misty step lets you teleport to high ground or out of a bad spot, even immobilized. Protection from evil and good, mirror image and blur are great defensive spells as well, and you don't need int for any of them.
At level 9 you get to grease / hold person / blindness with disadvantage to their save. Headband of intellect is plenty int for that.
You can even dip 1 or 2 levels into wizard to get access to haste, counterspell and hypnotic pattern (just copy them from scrolls).
- Anonymous
You don’t strictly need intelligence at all for Arcane Trickster and Eldritch Knight. In fact, they seem to be intended to not use it. Buff yourself, debuff enemies, crowd control (which can often be used in conversations as well), and some non-specific target attacks like burning hands and I think that thunderwave as well as auto-hit like magic missile do not need intelligence. And those are the sort of things AC and EK are obviously intended for (more the self-protection spells for the EK).
Plenty of people say “You’ll be sacrificing X for this!” but that’s true for any class or multiclass, so ignore it. Especially when they say AC is bad because Wizards get more spells and the split between dex and int. They have no idea what they’re talking about.
- Anonymous
To improve this class and make it usefull and fun :
-Mage hand no longer need short/long rest to be casted again
-can have 2 mage hand simulateously at lvl 6
-mage hands can cast your learnt cantrips
-mage hand get your int modifier x2 in strength
it would be the bare minimum to get an interesting subclass
- Anonymous
So you need to be lvl 3 to have the exact same spell githyanki get at the start plus you gain nothing valueable with lvl ups in this sub
- Anonymous
- Anonymous
This entire subclass is pointless, especially since the Mage Hand can't do anything that other mage hands can besides be invisible. On top of that, you don't even get a 3rd level spell slot. If you want to be a Sneaky Mage, just get the Assassin subclass instead and invest the rest of your levels in Wizard.
- Anonymous
Why doesn't Arcane trickster use INT as it's spell atk mod and spell save mod. Mine says none and gives a negative even though I have a +1 in INT
- Anonymous
- Anonymous
Was thinking of a strength rogue, shield-dwarf gives 17 str and medium armor and warhammer/battle axe. Take athletics with athletics expertise for better jumping/pushing/throwing (+7 at level 1). Take heavy armor feat for 18 str and more armor (doesn't remove dext just the ac bonus I think?), then +2 attributes for 20 str. Go arcane trickster, take longstride and jump. Jump really high / run really far to throw heavy things from up high, like chests, barrels, grenades, thrown weapons or just reposition for a sneak attack with your battle axe. Other good spells are grease or chromatic orb or fog cloud as surface spells, and you get a lot of free rogue related spells. I don't think spells that have saves would be good though due to low intelligence, like thunderwave or hideous laughter.
You also don't need to use a dwarf, another option is a half-woodelf who can run far further but idk if its worth going strength, maybe githyanki with a greatsword, but loses out on the heavy armor, probably taking medium armor as a feat.
Although multiclass to fighter for items might be good, berserker (barb) gives strength bonus to thrown objects like chests and crates during rage if you are doing that a lot, which you should be since you can jump so high.
- Anonymous
- Anonymous
does intelligence affect how many spells i can "ready up" as with a wizard? what if i have 8 int but pick non-damaging spells?
- Anonymous
It is very hard to justify picking it over thief in EA, the only circumstance I can see is when you go for a Moderately Armored feat and use rapier+shield, so you don't have a good use for your bonus action and rely on sneak attack and your invisible mage hand positioning for damage.
- Anonymous
Why he dont have: Spell Thief: The obvious use it to steal spells from enemy spellcasters, but in a game when you might go several levels without seeing a spellcaster, a better option is to "steal" spells from your party's other spellcasters. Have them cast a useful low-level spell on you, like a buff spell or polymorph, and cast it on your own without needing to consume other spellcasters precious spell slots.
Because it s a power of ARCANE TRICKSTER
- Anonymous
Be aware that taking Arcane Trickster currently (as of the Early Access release) doesn't automatically give you the Mage Hand cantrip, like in the 5E rules which say Mage Hand plus 2 additional cantrips. Here you just get a selection of two cantrips. If you do not select Mage Hand as one of those, you wont be able to use the subclass feature associated with it.
Legit way to put character in a trash can is to pick this subclass
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