This guide focuses on the Best Rogue class build in Baldur’s Gate 3, the Arcane Trickster Subclass, and includes all components to build a powerful character.
This build page has been updated for the patch 6 version of Baldur’s Gate 3.
Rogue Class Guide
Rogues are masters of stealth, deception, and precision strikes. They excel in both melee and ranged combat, and their Sneak Attack feature allows them to deal substantial damage in a single strike. Rogues also possess a wide array of skills, making them exceptional in non-combat situations.
The Arcane Trickster Rogue build will focus on typical Rogue aspects like stealth damage. The benefit of this build is the ability to cast spells, mainly crowd control, stuns, and immobilization. This adds to the Rogue’s kit while allowing the class to still do great damage and play its natural tendencies. Pick this build-up, if you want a hybrid caster Rogue.
Rogues may not be a front-line tank, but they can dish out a ton of damage in a single turn. This is your prototypical stealth damage dealer and a strong one in Baldur’s Gate 3.
Rogue Class Features and Mechanics
The following list presents all essential Arcane Trickster Rogue class mechanics in Baldur’s Gate 3:
- Primary Ability: Dexterity
- Saving Throws: Dexterity and Intelligence
- Secondary Ability: Constitution
- Armour Proficiency: Light Armour
- Weapon Proficiency: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
- Advantage: gain an additional dice roll d20 if you strike while hidden.
- Spellcasting: subclass choice allows limited casting with the Rogue class.
- Mage Hand Legerdemain: When you cast Mage Hand, the spectral hand is invisible and can carry out additional tasks.
Rogue Sneak Attack Explained
In Baldur’s Gate 3, the Rogue’s Sneak Attack ability is vital to do the most damage per turn. The Sneak Attack action allows a Rogue to deal extra damage under certain conditions, representing the character’s ability to exploit an opponent’s vulnerabilities during combat.
Here’s how the Sneak Attack works in Baldur’s Gate 3 Rogue Arcane Trickster Build:
- Trigger Conditions: The primary condition is that the Rogue must have an Advantage on the attack roll, or an ally of the Rogue must be within 1.5m, engaged in melee combat with the enemy, and the Rogue doesn’t have a disadvantage on the attack roll. Additionally, the attack must use a finesse or ranged weapon.
- Extra Damage: If the conditions for Sneak Attack are met, the Rogue can add extra damage to the attack. The amount of extra damage increases with the Rogue’s level and can be substantial, making Sneak Attack a crucial feature for the Rogue class.
- Once per Turn: The Sneak Attack ability can only be used once per turn, so the Rogue must choose wisely when to apply it for maximum impact.
- No High Ground: Having high ground will no longer give an Advantage because it was changed to a +2 Attack Roll bonus.
Sneak Attack is a core feature of the Rogue class in D&D 5e and plays a significant role in enhancing the Rogue’s damage output. It encourages tactical positioning and teamwork, as the Rogue benefits from having allies engaged in close combat with the enemy to trigger the Sneak Attack conditions.
Baldur’s Gate 3 Advantage Explained
Advantage in Baldur’s Gate 3 is a mechanic that gives you a bonus to your chances of success on an attack roll, ability check or saving throw. To have advantage, you must meet one of the following conditions:
- You are hidden from the target of your attack.
- You have an ally within 1.5m of the target of your attack.
- The target is prone.
- You are using a spell or ability that grants Advantage.
If you have an advantage, you roll your d20 twice and take the higher result. This means that you have a 50% greater chance of success on your roll. The disadvantage is the opposite of the advantage. If you have a disadvantage, you roll your d20 twice and take the lower result. This means that you have a 50% lower chance of success on your roll.
Here are some additional tips for gaining advantage:
- Use Environment: Use hide while out of line of sight to end your turn, so you start from stealth.
- Work with Allies: Have a melee character engage and distract the enemy if they maintain a 1.5m distance, you will have advantage.
- Spells & Abilities: Cast and use spells and abilities like Guidance cantrip, and the Faerie Fire spell to gain advantage.
With a little planning and effort, you can gain an advantage on your rolls and increase your chances of success in Baldur’s Gate 3.
Rogue Class and Best Subclasses
The Best Subclass for the Rogue is Arcane Trickster because it provides the ability to cast spells and provide outside-of-combat utility. The Arcane Trickster subclass can be unlocked at level 3 and is great in combat and outside to provide your team with high damage and great group utility.
Here are all the Baldur’s Gate 3 Rogue Subclasses:
- Thief: This subclass is all about being stealthy and resourceful. Thieves can pick locks, disarm traps, and move quickly and quietly. They also get several bonus actions that they can use to gain an edge in combat. Thieves are perfect for players who want to be able to sneak around and take out enemies from behind.
- Arcane Trickster: This subclass combines the skills of a rogue with the magic of a wizard. Arcane Tricksters can cast spells, use magic items, and even sneak attack while invisible. They are versatile and powerful, making them a good choice for players who want to be able to do a little bit of everything.
- Assassin: The Assassin is a rogue subclass that focuses on stealth, surprise attacks, and dealing devastating blows to unsuspecting foes. The Assassin is a master of assassination, infiltration, and eliminating high-priority targets efficiently.
For the Best Rogue Build and Guide, we recommend taking the Arcane Trickster Subclass at level 3. You gain three cantrips and three spells and learn more over time as you level.
Recommended Backgrounds
Criminal is the best background for the Arcane Trickster Rogue in Baldur’s Gate 3 because it gives you Deception and Stealth Proficiency. This choice mostly influences roleplaying and dialogue options aspects and allows you to create unique characters. Additional choices are:
- Criminal: gain proficiency in Deception and Stealth. You have a history of breaking the law and surviving by leveraging less-than-legal connections.
- Charlatan: gain proficiency in Deception and Sleight of Hand. You’re an expert in manipulation, prone to exaggeration, and more than happy to profit from it.
- Urchin: gain proficiency in Sleight of Hand and Stealth. After surviving a childhood on the streets, you know how to make the most out of very little.
Best Race Choice for Rogue Build
Wood Elf is the best race choice for the Arcane Trickster Rogue build in Baldur’s Gate 3 Rogue because you gain Longbow proficiency, highest movement, stealth proficiency, Fey Ancestry, and Darkvision. However, the second best racial choice is Githyanki due to increased movement abilities, skill proficiency, and free Misty Step spell at level 5.
Wood Half-Elf | Githyanki |
---|---|
Stealth Proficiency | Astral Knowledge |
Highest Movement | Misty Step |
Longbow Proficiency | Martial Prodigy |
Darkvision (12m) | Enhanced Leap |
The Rogue’s racial choice will not influence the ability score, as everyone should get a +2 and +1 to spend regardless. The most important aspect you want to keep in mind is, that Half-Elf can equip Longbows. This is our preferred loadout because of the range damage and ease. You can select another race, but it will come without equipping Longbow.
Recommended Skills for Rogue Arcane Trickster Build
Insight, Stealth, Persuasion, Acrobatics, and Sleight of Hand are the best skills for the Best Baldur’s Gate 3 Rogue Arcane Trickster Build Guide because they give you the Best Assassin Build for detecting traps, sneaking, and avoiding detection. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.
Here are the best skills for Rogue in Baldur’s Gate 3:
- Sleight of Hand – Dexterity skill that aids in picking locks, pickpocketing, and disarming traps.
- Stealth – Dexterity skill that aids in remaining hidden or detected from NPCs.
- Acrobatics – Dexterity Skill that helps resist being shoved.
- Investigation – Intelligence skill used to analyze clues and solve mysteries.
- Persuasion – Charisma Skill used entirely for dialogue Ability Checks.
While these skills are well-suited for the build, it’s important to consider your character concept and the specific challenges you may face in Baldur’s Gate 3. The selection of skills should align with your intended playstyle, complement your party composition, and reflect the narrative and roleplaying aspects of your character.
Best Arcane Trickster Rogue Build Ability Scores
The best Arcane Trickster Rogue Build Ability score is 16 Intelligence, 16 Dexterity, and 14 Constitution. Arcane Trickerster’s spell-casting ability comes from the Wizard spell list and uses Intelligence for rolls. Below is our recommended ability score for the Arcane Trickster:
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 16
- Wisdom – 10
- Charisma – 10
After you choose the Rogue, Arcane Trickster Subclass, race, and background, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize the stats for the chart for the Best Rogue build. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.
You can increase your ability score via a quest in Act 1, Act 2, and Act 3. Make sure to check out our Permanent bonus guide on how you can boost your ability score through quests.
Arcane Trickster Spell Slots
Here’s a chart that shows the levels and spell slots unlocked for the Rogue Arcane Trickster subclass in Baldur’s Gate 3:
Arcane Trickster Level | Cantrips Known | 1st | 2nd |
---|---|---|---|
Level 3 | 3 | 2 | 0 |
Level 4 | 3 | 3 | 0 |
Level 5 | 3 | 3 | 0 |
Level 6 | 3 | 3 | 0 |
Level 7 | 3 | 4 | 2 |
Level 8 | 3 | 4 | 2 |
Level 9 | 3 | 4 | 2 |
Level 10 | 4 | 4 | 3 |
Level 11 | 4 | 4 | 3 |
Level 12 | 4 | 4 | 3 |
Rogue Illithid Powers
Illithid Powers are unlocked later in the game when you learn more about the Mind Flayers and Tadpoles. You can gain jars of Mind Flayer Parasite Specimens, and consume them to gain one point. If you decide to advance this skill line, these are the choices we suggest.
Here are the best Illithid Powers for the Best Baldur’s Gate 3 Rogue Arcane Trickster Build Guide:
- Luck of the Far Realms: When you make a successful Attack Roll against a foe, you can change that hit into a Critical Hit.
- Cull of the Weak: When you bring a creature down to fewer hit points than your number of evolved Illithid powers, it dies and all nearby creatures take 1-4 Psychic damage.
- Psionic Backlash: When an enemy within 9m casts a spell, you can use your reaction to inflict ld4 Psychic damage to the caster per the spell’s level.
- Blackhole: Area-based suck-in that slows targets.
- Repulsor: Massive area knockback that can hit friendlies.
- Charm: Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn. This is the priority power you want to obtain because you can force enemies to attack something else.
Rogue Level Progression
Level 1
Level one follow our character creator to pick all correct background, race, skills, and ability distribution focusing on Dexterity and intelligence. The Arcane Trickster subclass at level 3 will use Intellgence for spellcasting Modifier. You want to find two a ranged weapon and use light armor. Levels two and three will start getting more utility and damage so just level up from here.
Longbow Ranged Weapon
It is important to note that the Rogue doesn’t have Longbow proficiency built in. Thus, it’s optimal to pick a Wood Elf (or any Elf) for this benefit. Moreover, the Gloves of Archery item gives you Longbow proficiency as well. Keep this in mind if you are unable to effectively use a longbow early.
Class Feature and Mechanic
- Sneak Attack (Ranged & Melee): Deal an additional to an enemy you have Advantage against. Attack/Save: Ranged Attack Recharge: Once per turn
- Usage: In order to gain Advantage, you need to be hiding or that enemy to be engaged with another in 1.5 meters.
At level one, your main goal is to get into stealth, before a fight or during and use a sneak attack. The advantage mechanic can be tricky to understand. In essence, you need to attack targets engaged with others or use hide to get in stealth. You will have more options and easier use of this when you can use a bonus action to hide. For now, engage with a bow or melee and seek high ground and targets with advantage. I suggest playing this build at range, it’s just much easier, and sneaking, and gaining an advantage is much simpler.
Arcane Trickster Rogue Gameplay & Priorities
In the early levels of BG3, the Rogue should equip a shortsword for melee, with a dagger in the offhand, and a bow for ranged combat. Additionally, your other primary goal is to find the Gloves of Archery at the start of the game, which will grant you bow proficiencies. Rogues have great mobility but not a lot of defense, so bows are vital until you reach higher levels and access movement-enhancing armor. Moreover, look to acquire Elixir of Bloodlust and Oil of Accuracy. You can combine these two for massive damage increases and your Rogue will feel very powerful immediately.
Your overall priority with the Arcane Trickster Rogue build is the following:
- Complete Prologue
- Recruit Companions
- Unlock Withers, respec companions to proper class/ability score
- Collect the Necromancy of Thay (important in Act 3)
- Reached Hollowed City/Druid Grove
- Sell, Stock up, complete quests
- Unlock summons, Scratch, Shovel
- Progress to level 5
- Reach Underdark and Grymforge
- Check all Permanent Bonuses in Act 1 and the best Gear
- Act 1 Checklist for step-by-step completion
Following these steps ensures a strong foundation, especially if you plan on playing solo or on Honour Mode difficulty.
Level 2
At level two, you will unlock the Cunning Action class feature, more health, and one more level until subclass choice.
Rogue Class Feature
- Cunning Action Hide: Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
- Cunning Action Dash: Cover more distance this turn: double your Movement Speed.
- Cunning Action Disengage: Retreat safely: moving won’t provoke Opportunity Attacks.
This gives you the ability to use Dash, Hide Disengage as a bonus action. Bonus actions are the theme of the build, using attacks and Cunning Actions to free up your action for Sneak Attack. Dash is useful to create space or close the distance, while disengage allows you to flee a fight without an opportunity attack. Use these to either move in and out of fights and the hide bonus action at the end of the turn to go into stealth.
Gameplay you want to now use your bonus action hide to get in stealth gain an advantage and use sneak attack. That’s essentially the gameplay loop to open up for simple big damage. You also want to do your best to start encounters FROM stealth. You will not be able to dictate the terms of every fight. But even during dialogue, you can select the character to select the screen and move the non-talking party members to your ideal area. Buff up, get in stealth, and get ready to open for a big stealth attack.
Level 3
At level three, you can pick your subclass and we recommend the Arcane Trickster. You will get to pick three spells, and two cantrips and automatically granted Mage Hand.
Below are the recommended Arcane Trickster Spells in Baldur’s Gate 3:
- Acid Splash: Throw a bubble of acid that damages each creature it hits. Useful for area damage and acid status effect.
- True Strike: Gain Advantage on your next Attack Roll. Advantage is critical to do a sneak attack, and this ability grants it to you or an ally.
- Tasha’s Hideous Laughter: Inflict a creature with fits of laughter, leaving it Prone without the ability to get up. This is a great single-target stun.
- Sleep: Put creatures into a magical slumber. Select targets up to a combined 24 hit points. This is a very useful area-based stun early in the game.
- Find Familiar: Gain the service of a familiar, fey spirit that takes an animal of your choice. This helps access small areas and combat distractions.
- Mages Hand: conjure a hand to manipulate objects. Useful because you get a buff to this and can help steal or manipulate story-based content while exploring.
At this level, your spells are designed to help crowd control and do a small amount of damage. Primarily use these spells for CC and rely on damage from stealth attacking.
Level 4
At level four you get an important decision, between a feat or ability improvement. We recommend forgoing the ability improvement to select the Sharpshoot feat.
- Sharpshooter: Your ranged weapon attacks do not receive penalties from High Ground Rules. Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack Roll but deal an additional 10 damage.
- This makes you hit much harder and ignore high-ground rules, so you don’t receive a penalty when not at a height advantage. You will lower your chance to hit, and this can be troubling in the early part of the game with a lower ability score and gear. You can click your passives on toolbar and toggle this off but still get the high-groud rule. I always left this on and had great luck with a range build on my rogue.
Alternatively, you can use Dual Wielder feat here and play a double Rapier dual-wield build. I played that until level 8, but found my damage was the same as a range build, and my survivability was significantly diminished. The premise behind the dual-wield build is using your off-hand attack with a bonus action for multiple attacks. And yes, in theory, this works. But in reality, your bonus action often goes for hiding to get a sneak attack, which you can do at range. It’s MUCH easier to hide behind a bush, bonus action hides, and snipe with a sneak attack at range than playing melee and trying to time it all. Your choice, but I saw drastic improvements in my survivability using a bow at range.
You also get one spell to select at this level. Charmed Person is an obvious choice at this level, though it only affects human characters. You should have a lot of crowd-control ability at this point.
Level 5
At level five, you gain access to Gain Uncanny Dodge when an attack hits you, you only take half the usual damage. This will help with your survival and sneak attack damage will be increased to 3d6.
At this level, you can “replace spell.” This is useful if you want to try a new spell and replace something you don’t find useful. An example is Sleep – it’s a great spell at lower levels, but beyond 5 becomes a weaker stun.
The gameplay remains unchanged at this point. Look for gear, potions, arrows, and poison to amplify damage.
Level 5 Spells: Mages Hand, True Strike, Acid Splash, Sleep, Tasha’s Hideous Laughter, Find Familiar, Charm Person.
Level 6
Level 6 you get to add expertise into 2 skills. Deception and Persuasion are good choices. This simply helps you in overland, dialogue, and exploration, not combat generally. Remember, you can also replace a spell at every level as an Arcane Thief.
Ending Act 1 with the Arcane Trickster Rogue
Around Leve 6 you should be close to finishing Act 1 content. Be sure to check merchants and stock up on camp and alchemy supplies. Additionally, be sure to check out the best Act 1 items. There are also permanent bonuses to find in Act 1. Lastly, Grymforge has powerful armor and weapons (Adamantine) that can aid you well into Act 3. Consider taking the time to craft a couple of items there before transitioning to Act 2, where you won’t be able to return.
Level 7
At level 7 we gain a class feature, an additional level 1 spell slot, and a level 2 spell slot.
- Evasion: Your agility lets you dodge out of the way of certain spells. When a spell or effect would deal half damage on a successful Dexterity Saving Throw, it feels no damage if you succeed, and only half damage if you fail. This class feature helps with avoiding damage but gameplay remains unchanged.
- Invisibility: touch a creature to turn it Invisible for 10 turns requiring concentration.
Level 7 Spells: Mages Hand, True Strike, Acid Splash, Sleep, Tasha’s Hideous Laughter, Find Familiar, Charm Person, Invisibility.
Level 8
At level 8, you get access to another feat. Since we took Dual-Wielding at level 4, put +2 into Dexterity. This should get you to 18, allowing for huge damage with sneak attacks in melee range. You also get one more spell and we recommend Misty Step.
- Misty Step: Surrounded by silver mist, you teleport to an unoccupied space you can see.
Level 8 Spells: Mages Hand, True Strike, Acid Splash, Sleep, Tasha’s Hideous Laughter, Find Familiar, Charm Person, Invisibility, Misty Step.
Level 9
At level 9 the Arcane Trickster unlocks the Magical Ambush subclass passive.
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.
Level 10
At level 10 the Arcane Tricker gains a cantrip, spell, and a feat.
Firebolt Cantrip: throw a mote of fire for 1-10 damage. If you didn’t get this cantrip from a racial feature it’s still good even at this level. Mainly for lighting things on fire not necessarily the damage. A defensive cantrip would be Blade Ward and a utility cantrip would be Minor Illusion.
Hold Person: Hold a humanoid enemy still. They can’t move, act, or react. Attacks from within 3m are always Critical Hits. This spell can be useful to lock one enemy down and also do big damage. Since every attack in melee is a critical strike, you can crowd control and then unload on turn two. Keep in mind, that you want to cast this while in stealth for the Magical Ambush passive since the percentage to land might be low.
Alert Feat: You gain a +5 bonus to Initiative and can’t be Surprised. One of the best most slept-on feats in Baldur’s Gate 3. With the Arcane Trickster, this will give you 10 Initiative or so. You are VERY likely to go first and will never be skipped due to Surprise. The idea here is, that you can either stun or sneak attack for huge damage on the opposing team’s most damage-producing target. You want to stun ideally or eliminate the target to prevent incoming damage to your team. Going first on higher difficulty is so important because you can prevent Githyanki with 7 attacks from wrecking your team with “Hold Person.”
Level 11
At level 11, the Arcane Trickster unlocks a class passive feature one another spell. We are one level from another feat which is helpful. You gain access to another non-combat related skill Reliable Talent.
Reliable Talent: When you make an Ability Check with a Skill you are Proficient with it, the lowest result you can roll on the die is 10.
Mirror Image: Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. This spell is utterly insane survivability giving you 9 AC. Each attack lowers the AC, but with light armor on you will have a massive amount of AC and are likely to avoid most attacks. Use this when you expect incoming damage or you need to survive to the next turn
Level 12
At level 12 we get to choose another feat. Keep things simple, and take +2 into Dexterity to reach 20. With Sharpshooter and Alert, you should have plenty of damage with sneak attack melee.
Best Companions for Rogue Build
The best companion for a Rogue Build in Baldur’s Gate 3 is Lae’zeal because she’s a melee-focused damage dealer. She will engage enemies and take the pressure off your ranged-focused build, allowing you to free-cast spells and ranged attacks. Heavy focus on melee will keep you in the distance while applying pressure, snaring, and debuffing the opposition.
- Lae’zeal (Fighter): damage, crowd control, and in-your-face aggression.
- Shadowheart (Cleric: buffs, healing, and control.
- Gale (Wizard): crowd control, area damage, and range.
It’s important to note that party composition and synergy play a significant role in determining the effectiveness of your companions. Consider the strengths and weaknesses of each companion and how they align with your main character’s abilities and playstyle.
Best Gear for Baldur’s Gate 3 Rogue Arcane Trickster Build
In Games like Baldur’s Gate 3, you’ll explore the world, loot chests and your enemies’ dead bodies, and complete quests and all those activities can reward you with useful items, potions, armor, weapons, scrolls, and much more. There are three Acts in BG3, and Best Baldur’s Gate 3 Arcane Trickster Rogue Build Guide includes suggested sets and alternatives for Act 1 and Act 3.
Beginner: Act 1
Here’s the best beginner gear for the Best Baldur’s Gate 3 Rogue Arcane Trickster Build Guide:
Gear Slot | Best Gear Item | Effect |
---|---|---|
Head | Shadow of Menzoberranzan | Invisible for 2 Turns |
Cape | – | |
Chest | Drow Studded Leather Armour | 12 AC, Stealth +1 |
Gloves | Gloves of Archery | Bow Proficiency, +2 damage |
Boots | Disintegrating Night Walkers | Mobility and Misty Step |
Necklace | Moondrop Pendant | Avoid Attacks of Opportunity |
Ring | Crusher’s Ring | +3 Movement |
Ring | Caustic Band | +2 Acid Damage |
Weapon 1 | Titanstring Bow | Increase Damage |
Weapon 2 Main Hand | Club of Hill Giant Strength | 19 Strength |
Weapon 2 Off-Hand | Hunter’s Dagger | Rupturing on hit |
Below are the best Act 1 Armor and weapons for Arcane Trickster Rogue in BG3:
- Shadow of Menzoberranzan: Looted from the Pale Corpse in the Myconid Colony, Underdark. (Alternative: Haste Helm)
- Drow Studded Leather Armour: Inside a Heavy Chest at Lolth’s Cultist’s Cache in Underdark. (Alternative: Studded Leather Armour)
- Gloves of Archery: Bought from Grat the Merchant in the Goblin Camp. (Alternative: Gloves of Hail of Thorns)
- Disintegrating Night Walkers: Can be looted from True Soul Nere in Grymforge. (Alternative: Boots of Genial Striding)
- Moondrop Pendant: Found in a magically sealed chest inside the Owlbear Nest, Act 1. (Alternative: Amulet of Misty Step)
- Crusher’s Ring: Looted or stolen from Crusher in the Goblin Camp. (Alternative: Ring of Absolute Force)
- Caustic Band: Buy it from Derryth in the Myconid colony, Underdark. (Alternative: Ring of Colour Spray)
- Titanstring Bow: Brem in Zhentarim Hideout Act 1 (Alternatives Bow of Banshee, Spellthief, or Joltshooter).
- Club of Hill Giant Strength: Found in Arcane Tower under Stool top level (Alternative Knife of the Undermountain King).
- Hunter’s Dagger: Bought from Roah Moonglow in Shattered Sanctum Act 1.
Advanced: Acts 2 & 3
Here’s the best-advanced gear for the Best Baldur’s Gate 3 Rogue Arcane Trickster Build Guide:
Gear Slot | Best Gear Item | Effect |
---|---|---|
Head | Circlet of Hunting | Improved attack with Hunter’s Mark |
Cape | Shade-Slayer Cloak | Crit Roll reduced when Hiding |
Chest | Elegant Studded Leather | 14 AC, +2 Initiative rolls |
Gloves | Gloves of Soul Catching | +2 CON |
Boots | Helldusk Boots | Hellcrawler teleport, Infernal Evasion |
Necklace | Surgeon’s Subjugation Amulet | Paralyse on Crit |
Ring | Killer’s Sweetheart | Auto Crit |
Ring | Shifting Corpus Ring | Free Invisibility and Blur |
Weapon 1 | Gontr Mael | Free Celestial Haste, inflict Guiding |
Weapon 2 Main Hand | Bloodthirst | Causes Vulnerability to Piercing |
Weapon 2 Off-Hand | Rhapsody | +1 to Attack rolls, damage and spell save DC |
Below are the best Act 3 Armor and weapons for Arcane Trickster Rogue in BG3:
- Circlet of Hunting: Sold by Araj Oblodra Act 2 Moonrise Tower. (Alternative Helldusk Helmet).
- Shade-Slayer Cloak: Purchased at the Thieves Guild in Act 3 (Alternative Cloak of Protection).
- Elegant Studded Leather: Obtained by completing Return Rakath’s Gold Act 3 Counting House. (Alternative Helldusk Armour, or Bhaalist Armour melee dagger builds).
- Gloves of Soul Catching: Reward for Saving Hope in House of Hope Act 3. (Alternative: Gloves of Dexterity)
- Helldusk Boots: Locked Chest, Wyrm’s Rock Fortress, Act 3. (Alternative: Disintegration Night Walkers)
- Surgeon’s Subjugation Amulet: Looted from Malus Thorm at the House of Healing in Act 2. (Alternative: Amulet of Greater Health)
- Killer’s Sweetheart: Found in Self-Same Trial inside the Gauntlet of Shar. (Alternative: Risky Ring)
- Shifting Corpus Ring: Drop by Fist Marcus at the Last Light Inn. (Alternative Ring of Free Action)
- Gontr Mael: Looted from the Steel Watcher Titan in Steel Watch Foundry. (Alternative: The Dead Shot)
- Bloodthirst: Reward for defeating Orin in Act 3.
- Rhapsody: Dropped by Cazador Szarr.
Best Consumable Items
Consumables are items that can be used once and then destroyed. They are typically used to restore health or other resources. Some common types of consumables include potions, scrolls, food, drinks, and arrows.
The following list represents the best individual use consumable items that will aid in our Best Baldur’s Gate 3 Rogue Arcane Trickster Build Guide:
- Potion of Speed: Gain extra action, +2 AC, Advantage on Dexterity Saving Throws, and double movement speed.
- Elixir of Bloodlust: Once per turn when you kill a foe, you gain HP 5 temporary hit points and an additional action.
- Drow Poison: Weapon poison that adds Constitution Saving Throw or becomes Poisoned and falls Asleep.
- Potion of Flying: Drink to gain a flying speed of 60ft for one hour.
- Elixir of Heroism: Gain 10 temp HP and become Blessed until a long rest.
- Potion of Greater Healing: 4d4 + 4 hit points restored.
- Oil of Accuracy: Coat Weapon. Bonus of +2 in Attack Rolls.
- Elixir of Vigilance: Drink to gain a +5 bonus to Initiative and you can’t be Surprised.
Ammunition
The strongest Ammunition for the Best Baldur’s Gate 3 Rogue Arcane Trickster Build Guide is listed below:
- Arrow of Ice: Deals weapon damage + 2d4 Cold and creates ice surface for 2 turns in a 2m radius.
- Arrow of Roaring Thunder: deals weapon damage, knocks back 5 meters if failed strength throw.
- Arrow of Many Targets: Deals weapon damage and an additional half of that damage to three other targets in range.
- Arrow of Dragon/Aberration/Humanoid: Deals weapon damage, and double damage against Dragon, Aberration, or Humanoid.
- Arrow of Salving: Cures a target of poisoned, paralyzed, and blinded conditions.
- Arrow of Transposition: teleports the shooter wherever this arrow is fired.
Rogue Build Gameplay Tips and Tricks
The Rouge gameplay revolves around using stealth, sneak attack, and advantage for damage and survivability.
Here are the best Roge build gameplay tips.
- Stealth: always try to end or start the turn stealth. Use the Hide function if you have a bonus action at the end of the turn.
- Advantage: remember to attack targets that are engaged with melee allies for easy advantage.
- High Ground: use elevation when melee isn’t impossible to improve damage with a ranged weapon.
- Consumables: consume a potion of speed or shoot a fire arrow at range for increased combat effectiveness.
- Prepare: always get in sneak with Shift + C before combat.
- Sneak Attack: use your action primarily for a sneak attack and double off-hand for three attacks in one turn.
- Movement: use cunning dash to close the distance while still allowing an action
- Disengage: you can move to the flank or back of the opposition while in an engagement without taking an opportunity attack. If you need to flee, use disengage to avoid taking needless damage.
Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing as a formidable Arcane Trickster Rogue!
Build Summary – Best Baldur’s Gate 3 Rogue Arcane Trickster Build Guide
Subclass Arcane Trickster
Armor: Light
Weapons: Longbow and Daggers
Background – Criminal
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 16
- Wisdom – 10
- Charisma -10
Level Progression
- Level 1 – Sneak Attack
- Level 2 – Cunning Actions
- Level 3 – Arcane Trickster Subclass
- Level 4 – Sharpshooter Feat
- Level 5 – Uncanny Dodge
- Level 6 – Deception and Persuasion Skills
- Level 7 – Evasion
- Level 8 – Feat +2 Dexterity
- Level 9 – Magical Ambush
- Level 10 – Alert Feat
- Level 11 – Reliable Talent
- Level 12 – Feat +2 Dexterity
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