dnd 5e – Advantages and disadvantages of the knight of aldritch or arcane trickster for the battle of launch of blacksmith weapons multiclass


EK is more flexible and has more runs to play than AT. AT deals more constant damage without spending a lot of resources. Both spell lists (AT and EK) have nice advantages and can be used anyway. EK are more tanky and AT are more mobile. AT has more uses outside the battle than EK, but if it is built for it, EK is a close option, particularly with the Human variant. The synergies with Artificer are not so good for both, there is a certain redundancy in both classes.

(AT = Arcane Trickster, Ek = Eldritch Knight)

Let's start with something simple: unless you are making the most of DEX or experience, Mage Hand Legerdemain may not be as useful as it should be, so the only characteristic of AT (apart from magic schools) is not so useful in battle (unless the campaign reaches level 17 for Versatile Trickster). Outside the battle is another story.

Arma Bond: although a bit redundant, it is not completely useless. The weapon that returns only returns the weapon after it is used. Weapon Bond can return the weapon even if it is not used in battle (and is not sent to another plane). So, if you are captured, you may still have your weapon back. Disarmed? No problem. Stolen? The same (maybe). A joke from a teammate? … there are no comments, there is a waiting bag, so …

War Magic: Ohh, War Magic, this could be very, very controversial. On the one hand, this could make an EK a big tank by throwing Blade Ward (but you're throwing things, so it's less useful, unless your group needs an extra tank for a match). It could increase the damage of the EK by launching cantrips, but I think it could lose the "throwing weapons" issue for which it is being built. On the other hand, there are extremely situational and controversial combos that can be made with it. For example, An Elf can use the accuracy of Elven and True Strike to have a pseudo super advantage (dice of 3d20), while being useful against very tall AC creatures (or when you have to hit that attack), it could be slightly worse They attack twice in the long term. However, War Magic is a great advantage over the Wizard Hand Legerd in the battle.


As far as I read, I did not find strong synergies between classes that could tip the balance too much. Both have some layoffs. For example, malicious cunning action and sinuous route routes are a somewhat redundant bonus action (script / disconnection versus restricted 15-foot teleport). The same with the weapons link and the repetitive shot. Another compliment is very good, either because they are useful or are simply defense, since both classes have their uses. With respect to the spell, the spell list of the craftsman is well balanced and can be modified as necessary for any class without too much difference.

IN the school of enchantment and illusion vs school of abjuration and evocation EK

This is quite complex to address and I think it can be very subjective. A well placed illusion can destroy an encounter so easily. But EK (and AT) can choose a spell from another school at level 8, narrowing the gap between them a little. However, Evocation can be useful for the damage it can do … and most evocation spells can be used with higher spell slots. This is kind of an advantage because you're going to have 3rd level spell slots (if I'm not mistaken) that can not be used to cast spells appropriate for the level.

The same can be said incantation against abjuration (or any combination). There will be situations that can benefit one over the other inside and outside the battle. Only some schools have more spells at the first and second level than other schools, with Evocation and hope at the top.

The only spell that could be of interest (thematically speaking) is Shadow Blade and it is from the school of illusion. Giving a small margin to AT because AT can easily access it, while EK has to use his choice of 8th level spell. But, again, it's situational and there are other spells that could be better than this.

Since the initial level is 12, we can build a character that might not be fun to play at lower levels but can be effective at 12. Also, I reduced the complexity by considering three options: Fighter 8 vs Rogue 8 vs Rogue 7.

A note about Sharpshooter: two of the three effects are very useful for compilations: not to have disadvantages in the long range attack with remote attacks (perfect for the thrown weapons and their short distance) and reduce the coverage penalty. The other effect (+10 damage, -5 attack), unfortunately, can not be used with thrown weapons.

Rogue 7

Let's start with the simplest: Rogue 7 / Artificer 5. This version has the least racing flexibility to play. Since Rogue 7 only provides two ASIs, and if your DM takes coverage very seriously (even from allies), you really want the Sharpshooter Feat and the maximum INT. Therefore, this led to the Human variant as the only race to choose that I know, simple because of the extra feat.


  • 4d6 sneak attack
  • Arcane armament
  • 2nd level spells (Artificer)
  • Spells of 2nd level (AT)
  • More utility out of the battle than Fighter (Experience, more skills, etc.)
  • Better mobility than fighter.
  • Spells prepared from 5th level (Artificer)


  • 5 known spells (AT)
  • 2 ASI (less flexibility in the races)

Rogue 8

This is a bit of a contrast from Rogue 7. Rogue 8 is less effective in group combat, as it does not have Arcane Armament or Extra Attack. The advantage over Rogue 7 is the flexibility it has when considering races. It has 3 ASI, therefore, it can easily reach the maximum INT and Sharpshooter. Races like High Elf for +1 in INT, +2 DEX and an additional cantrip can be valuable. Or you can take the Human variant and use the extra Feat for things like Proficiency in DEX saved by the Resilient feat (has evasion, so it could be a good addition) or Lucky ((try to) land) Attack when it counts.


  • 4d6 sneak attack
  • 3 ASI
  • Spells of 2nd level (AT)
  • 6 known spells (AT)
  • 1 spell of any school (AT)
  • More utility out of the battle than Fighter (Experience, more skills, etc.)
  • Better mobility than fighter.


  • 1 Attack per turn
  • 1st level spells (Artificer)

Wrestler 8

Fighter 8 is the most flexible of all these versions. It has 4 ASI, which gives you the most flexibility when choosing a career. As a career that does not have a stat bonus in INT? No problem, 14 INT + ASI (or 15 INT + feat with INT increase as Resilient, Elven Accuracy or Observant) and there are enough ASI to max INT and get Sharpshooter. On the other hand, Extra Attack seems to work with Return of weapons without inconveniences like the Arcane Armament. The disadvantage is that the +2 damage in the Dueling style is not close to the Pizarro's 4d6 furtive attack (14 damage on average if my calculations are correct). However, since INT is (could be) your main stat, you are quite capable of dealing damage with the few spells and cantrips the class has.


  • 4 ASI
  • 2nd level spells (EK)
  • 6 known spells (EK)
  • 1 spell from any school (Ek)
  • The best career flexibility


  • Lower DPT (Damage per turn) than Rogue
  • 1st level spells (Artificer)
  • Less use outside the battle than Rogue (no experience, less skills, etc.)
  • Worse mobility than Rogue

Possible career combos

Rogue is the least flexible of the two, and Rogue 7 is the least flexible in general (humans only). Rogue 8 can have a maximum of INT and have Sharpshooter with any race that improves INT like High Elfs, Half Elfs and Humans. Obviously, Rogue 8 and the Human variant are quite flexible and can have 1 feat as Lucky or another thematically more interesting.

Fighter 8 is the most flexible, almost all races can be used and have a maximum of INT. Races that have a high natural INT can give more flexibility as an extra feat, but a flying Aarakocra that throws axes from the sky can be quite fun. Note that the Human variant can have 4 ASI and one feat (2 ASI and 3 dowries, for example), therefore, combinations such as Magic Initiation (blessing or silent image, for example) and Spell Sniper can provide 3 cantrips, 1 1st level spell and other treats (improves the utility inside and outside the battle according to the cantrips and the chosen first level spell). Or even be a monkey pseudo skill with Prodigy and Skilled.

From my point of view:

AT vs. EK in terms of archetype characteristics, the winner is undoubtedly the EK for battle purposes. AT for the outside of the battles is more useful in general if you use experience or have a good DEX.

AT vs. EK in terms of Races, the winner is EK in general, but Rogue 8 is a close one.

AT vs EK in terms of spells. I give you a draw here simply because the battles are not just pure and pure damage. Creativity can change the course of a battle. Both classes have a good selection of spells. However, only the Rogue 7 have two sets of spells of second level (one of AT of another form Artificer). That gives Rogue 7 an advantage.

AT vs EK in terms of damage. AT has an advantage in this category. The stealth attack of 4d6 is not a joke, and the Rogue 7 has the damage output most consistent with the Arcane Armament. In addition, the sneak attack AT does not use resources, while the EK spells do it (the cantrips aside). However, EK with War Caster could have something to say about it. A level 11 cantrip can have between 3d6 and 3d12 damage output. For example, a firearm can have a 3d10 with an average of 16.5 damage, therefore, a combat attack with a magic spear +1 (1d6) and war magic can do: 3d10 + 1d6 + 1 + 5 (INT) + 2 (Duel style)) = 27.5 damage. A Rogue 7 can do with a dagger +1: 2d4 + 4d6 + 10 (INTx2) + 2 (+ 1×2) = 31. Quite close, BUT, that is, if we use a fire bait (fire being a common resistance not It's so good) ). The frost beam makes 3d8, therefore, the total would be 24.5 damage. One thing to consider with the war launcher, apart from the damage, breaks the launching feeling of the construction a bit. A fighter without a war launcher would: 2d6 + 2 + 10 (2xINT) + 4 (2xDueling) = 23 on average. Therefore, Rogue 7 has the advantage here.

AT vs. EK in terms of construction flexibility: certainly, EK. Rogue 8 as a second good option.

AT vs. EK in terms of utility outside the battle: hard to say. Rogue is the most consistent without investing in feats for it. EK can be quite effective if it is built (although not as much as the rogue)

AT vs. EK in terms of general class characteristics. I will not touch it because the analysis is quite extensive as it is. The rogues are more mobile and skilled, the fighters are more tanky and with Action Surge can offer a nova attack for a turn. The fighters have more ASI at level 8 than the Rogues, but at 10 they have the same numbers. Rogues have Evasion, etc.

Therefore, for simple damage and utility outside the battle, Rogue 7 is a great option, but the Human variant is almost a necessity. Fighter 8 is quite flexible and can open many opportunities for RP with many races, or be a powerful source of feats with the Human variant. Rogue 8 is a good middle ground between them. In terms of magic, both have their uses. AT can be very unpleasant with its tricks, while EK can have great potential for damage with the right spells at the right time. The war magic of EK can also add a department in combat depending on the construction. Most cantrips have side effects that can be more beneficial than simple old damage.

Side notes

Although it seems that EK has the advantage here, there are things that I did not consider. The reason is because the spells of the Artificer are quite versatile and can work very well with any construction. Who does not like extra healing wounds that can be thrown with a third level sloth without fear of losing that space for a relevant level spell? Or drop the pen, blur, etc? They are utility spells that are useful for both versions. However, only Rogue 7 can use second level Artifice spells. Also, at level 13 (if the adventure reaches it), Rogue 7 and Rogue 8 are quite identical (both can be Rogue 8 / Artificer 5). There are many considerations to have but, from my point of view, they are not as important as the one I played in the main body.

dnd 5e – Arcane Tradition and Cost Efficiency: Learn spells when leveling up or learning from the scrolls / spellbooks?

You are right, there is a slight disincentive to learn spells from the wizard's own school.

He has come across an interesting conundrum, which by making it cheaper to copy spells from a specific school, is theoretically more economical to learn spells from schools other than the one he chose for his Arcane Tradition when he raises levels and then, hopefully he can learn the spells in their own school, copying them at half price. Essentially, every time you choose a spell in your own school instead of another school, you're failing, because copying that spell would have cost you less than another spell, so getting it for free has less value. If your only goal is to learn all the available spells as cheaply as possible, you should always choose spells from other schools in the upper level.

However, this is assuming that you can find scrolls or other copies of all the spells you want to copy them into your spellbook, which is far from guaranteed.. Unless your DM is very generous with giving you rolls as booty, the only way to guarantee that a spell is in your spell book is to raise it in level. Therefore, in practice, the best thing to do is to choose the spells according to how useful they are to you in your adventure and not in its theoretical value. After all, if you cared more about gold than magic, you would not have become a magician, right?

Finally, I will point out that you do not necessarily need a much of spells from your own school to get value from the characteristics of your spell school. For example, an Abjuration assistant can always activate his Arcane Save by simply launching Magician's Armor At the start of your day of adventures, and you do not need any other abjuration spell prepared. Obviously, they would get a little more value if they occasionally recharged their shield by throwing other abjurations throughout the day, but still get value by casting only one abjuration per day.

dnd 5e: What counts with a magic propulsion attack for the Arcane Armament function of the Artificer of the UA 2019?

Starting at the 5th level, you can attack twice, instead of once, each time you take the Attack action on your turn, but one of the attacks must be done with a magic weapon, whose magic you use to drive the attack.

First, let's start with the definition of boost:

drive, push or make it move in a particular direction, usually forward

Nothing about this word has implications for the way the attack works mechanically. You can push a sword forward with the muscles in your arms, or you can propel an ax thrown in the same way. Chain propels an arrow attack. Or, magic can be used to help propel them, as is the case here. All this text was (from what I can say) that was put there to draw a kind of reason why a magic weapon could result in an additional attack.

The conclusion is that the "propulsion" line has no mechanical impact.

If they wanted to restrict attacks to certain types of weapons, forever Explicitly call that. They have never left us to decipher what kind of weapons restrictions a skill has in any other skill and this is not the case here either.

The only restriction here is that the weapon is magical. If it's magic and a weapon, you're ready.

dnd 5e – Does a paladin / sorcerer Oathbreaker multiclass have to know the spell of Darkness as a sorcerer to cast it with an arcane focus?

You can not use your arcane approach to cast your paladin spells.
Warlock, PHB p107:

You can use an arcane approach (found in chapter 5) as a spell focus for your sorcerer spells

However, you can cast your paladin spells without a sacred symbol, using a bag of components or a bit of bat fur and a drop drop or a piece of charcoal.

dnd 5e – Does the Arcane Weapon spell of the UA 2019 artilleryman apply to thrown weapons?

He was making a craftsman (as of May 2019 AU) who has a dagger with the infusion of return weapons. I planned to use the arcane weapon Spell with that, but I'm not sure if it works.

Arcane Weapon state

Channel arcane energy into a simple or martial weapon you are holding, and choose a type of damage: acid, cold, fire, lightning, poison or thunder. Until the spell ends, you deal 1d6 additional damage of the chosen type to any target you hit with the weapon.

This spell seems to work with ranged weapons, such as bows and melee weapons, but would it work with a weapon thrown like a dart or a javelin?

dnd 5e – Is there a canonical option for multiclassification in order to optimize an Arcane Trickster for melee?

First of all, let me say that I am new to this stackexchange region and I am still not completely familiar with the standards here. In particular, I hope this question is not seen as too vague or too opinion-based. If so, I apologize.

The general scenario

  1. I want to play a rogue.
  2. My party needs me in body to body.
  3. I want to choose the Arcane Trickster archetype.
  4. XGtE or SCAG are allowed.

I am aware that these basic assumptions are in conflict with the common consensus on the strict optimization of a rogue, so we are talking about optimization under restrictions, of course.

The main objective is to build this character in such a way that its most important mechanic, the sneak attack, can be exploited in the most efficient way possible: Maximize the opportunities to infiltrate and the likelihood of actually hitting.

The main advantage a rogue melee has over a rogue remotely is that the rogue is more likely to trigger sneak attacks through opportunity attacks. That's why my character will be a Human (variant) and he will take Sentinel as his starting feat. I also use double grip so that in case of failure, I can sacrifice my bonus action for a second chance to hit.

The general question

In view of my main objective, are there obvious ways to advance in terms of multiclassification that are demonstrably optimal or at least superior to a single class character?

Doing three to five levels of Wrestling Battlemaster or two to six of Assistant Bladesinger (My DM agrees to relax the elves' requirement) It seems to be a good place to look for me. But maybe someone has already made the calculations and can give a more or less defined answer.

Thanks for reading here and even more for any comments or helpful answers.

dnd 5e – Can a rogue Arcane Trickster use Gloves of Thievery with the Mage Hand Legerdemain feature?

The description of Gloves of Thievery (DMG, page 172) says:

These gloves are invisible while they are worn. While you use them, you gain a +5 bonus to the Dexterity (Hand Skill) controls and Dexterity controls made to open padlocks.

The rogue of arcane tricks Magician's hand The feature Legerdemain (PHB, page 98) says:

From the 3rd level, when you throw magician's hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can save an object that the hand holds in a used or loaded container by another creature.
  • You can retrieve an object in a used container or transported by another creature.
  • You can use thieves' tools to open locks and disarm traps within reach.

You can perform one of these tasks without being noticed by a creature if you succeed in a Dexterity (Hand Dexterity) test contested by the creature's Wisdom (Perception) test.

In addition, you can use the bonus action awarded by your Cunning Action to control the hand.

Technically, the gloves are in the hands of the character, but would the bonus they provide also affect the additional actions you can take with this special feature given by being an Arcane Trickster?

dnd 5e – Can I use Arcane Gate as a kill kill?

When you enter one side of a portal, it leaves the corresponding active side of the other portal.

Any creature or object that enters the portal leaves the other portal as if the two were adjacent to each other; Passing through a portal from the non-sporting side has no effect.

If you place two portals side by side and with the active addresses oriented in the same way, all that will happen is that you will end up basically in the same place where you started. If you place them in the same place and in opposite directions, you will end up in the adjacent square, as if you had walked a square. You can not get caught between two portals because going on the non-active side has no effect and portals have no physical presence.

Nowhere does the spell say or imply that it can be used to damage or destroy anything, let alone "automatically kill" something. And neither does it seem possible to force any interaction between the portals that can make this happen.

dnd 3.5e – Do the arcane unearthed make the favored souls redundant?

Actually, the Spontaneous Divine Launcher is a Favored Soul somewhat watered down.

The favored soul acquires a series of minor characteristics that the cleric lacks:

  • All good saves (the Cleric has a saved poor Reflection).
  • Deity of weapon specialization and specialization of weapons.
  • 3 Resistance to energy (10).
  • Alas
  • Damage reduction.

It also has some important advantages:

  • More known spells: a favored soul of level 20 knows 9 Cantrips, 6 spells of level 1 to 7, 5 spells of level 8 and 4 spells of level 9; compare it with the spontaneous Cleric and his 9 Cantrips, 5 spells of 1st / 2nd level, 4 spells of 3rd to 5th and 3 spells of 6th to 9th level.
  • More spell slots: one favored soul of level 20 has 6 spell slots of each level, one Cleric of level 20 only 5 spell slots of 1st to 5th level and 4 spell slots of 6th to 9th level, plus 1 slots of domain spells only for domain spells (so it's not as flexible).

And, of course, the ability to cast spells is different: Charisma against Wisdom. It is easier to increase the charisma and this as a different set of associated skills, so it opens up different possibilities.

This does not necessarily mean that a Favored Soul is necessarily better than a Spontaneous Cleric; The wealth of material published for Dominios and Turn Undead is amazing.

However, it offers a compelling alternative. For a simple game, without optimization research, the favored soul is strictly more powerful than the spontaneous cleric.

dnd 5e – Can magic users control the arcane energy other than the spells they can cast?

Situation that arose:
A Level 1 Wizard decides to interrogate a Goblin. He wants to "shake it lightly with electricity" to wake him up. The only lightning damage spell he knows is Shocking Grasp, but he is not trying to launch the cantrip, he is trying to summon a much weaker form of shock, only to return the creature to consciousness.

My question is – To what extent are users of magic "in tune with the Fabric"? Can the Wizards only invoke magical energy through their known spells or can they manipulate the energy at will to obtain smaller role play effects? I would think that Sorcerers are more likely to do that, but not Wizards. Is there any official material that explains these relationships better than the PHB?