
In the world of Dungeons and Dragons, an arcane trickster is a character class that wields magic and possesses rogue-like abilities. To qualify as an arcane trickster, a character must not be lawful and must possess certain skills, spells, and special abilities. While the alignment of an arcane trickster is typically non-lawful, players often debate the nuances of character alignment, with some suggesting that a character can be lawful neutral if they care more about law than other people. Ultimately, alignment is a flexible concept in D&D, and players are encouraged to focus on their character's motivations rather than strict alignment definitions.
Characteristics | Values |
---|---|
Alignment | Any nonlawful |
Skills | Disable Device, Escape Artist, Knowledge (arcana) |
Spells | Ability to cast mage hand and at least one arcane spell of 2nd level or higher |
Special | Sneak attack +2d6 |
Law-Chaos | Individualism, freedom |
What You'll Learn
- Arcane tricksters have a penchant for mischief and thievery, and are never lawful
- Multiclass rogue/sorcerers and rogue/bards are the most common arcane tricksters
- Arcane tricksters can pick locks, disarm traps, and steal using their magical abilities
- Arcane tricksters can be chaotic neutral, chaotic good, or true neutral
- Alignment is subjective and can vary depending on the edition and interpretation
Arcane tricksters have a penchant for mischief and thievery, and are never lawful
Arcane tricksters are never lawful, and they have a penchant for mischief and thievery. This is reflected in the criteria for becoming an arcane trickster, which requires a non-lawful alignment and a certain number of ranks in skills such as "Disable Device", "Escape Artist", and "Sleight of Hand".
The nature of an arcane trickster's skills and abilities lends itself to a more chaotic or neutral alignment. Their ability to use "Disable Device" and "Sleight of Hand" at a distance, coupled with their extra damage dealt through sneak attacks, makes them well-suited for mischief and deception.
In terms of motivation, an arcane trickster may be driven by a desire for personal freedom, individualism, and a reluctance to cause harm to others, which aligns more with a neutral or chaotic outlook. Their skills and abilities are often used to avoid direct confrontation and to manipulate their environment to their advantage, rather than adhering to a strict code of conduct associated with lawful alignments.
While an arcane trickster may have a personal moral code, it is unlikely to be a rigid or traditional one. Their trickster nature and affinity for magic and stealth suggest a character who embraces unpredictability and embraces a certain level of rule-breaking.
That being said, it is important to note that alignment is a complex and sometimes ambiguous aspect of character creation. Different players and game editions may interpret alignments slightly differently, and it is ultimately a tool to enhance the storytelling experience. As such, while arcane tricksters are never lawful in the traditional sense, there may be variations and nuances to their alignment depending on the specific character's motivations and actions.
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Multiclass rogue/sorcerers and rogue/bards are the most common arcane tricksters
To qualify as an arcane trickster, a character's alignment must be non-lawful. This means that a character cannot be lawful neutral and be an arcane trickster. Multiclassing is a popular way to create an arcane trickster, and the most common combinations are rogue/sorcerer and rogue/bard.
Arcane tricksters are often of chaotic alignment and gain their magical abilities through wizardry or a sorcerous bloodline. They have no proficiency with weapons or armour and must have certain skills, including the ability to cast specific spells, such as mage hand and at least one other arcane spell of 2nd level or higher.
When an arcane trickster gains a new level, they gain new spells per day as if they had also gained a level in a spellcasting class. This means that an arcane trickster can cast their spells without the need for somatic or verbal components, using the Still Spell and Silent Spell feats. They can also use their abilities, such as Disable Device and Sleight of Hand, at a range of 30 feet, and the extra damage dealt increases with every other level.
In the context of role-playing games, alignment is a way to define a character's moral and ethical outlook. It is a spectrum that includes Lawful, Neutral, and Chaotic, as well as Good, Evil, or Neutral. A character's alignment can influence their motivations and actions, but it is important to note that different players may interpret alignments differently, and some choose to reduce the prominence of alignment in their games. Ultimately, a character's alignment should be based on their motivations rather than the other way around.
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Arcane tricksters can pick locks, disarm traps, and steal using their magical abilities
An arcane trickster is a character that enhances their stealth and agility skills with magic, often learning tricks of enchantment and illusion. They are often of a chaotic alignment, and to qualify as an arcane trickster, the character must not be lawful.
Arcane tricksters can use their magical abilities to pick locks, disarm traps, and steal. They can use thieves' tools to pick locks and disarm traps at a range, and can use the Mage Hand Legerdemain to manipulate objects within a 30-foot range. This ability can be used for stealing, disarming, and picking pockets. The hand is invisible, and while it is spectral and semi-substantial, it is still capable of performing these tasks.
The arcane trickster's ability to manipulate objects at a distance is similar to the rogue ability of the same name. They can use Disable Device and Sleight of Hand at a range, and any object they manipulate must weigh 5 pounds or less. They can also use their magical abilities to perform sneak attacks, and beginning at the 3rd level, they can declare one melee or ranged attack per day as a sneak attack.
Arcane tricksters gain their magical abilities through the studious path of wizardry or from a sorcerous bloodline. They can cast spells, and as they gain levels, they learn new spells and gain additional spell slots. At higher levels, they gain additional abilities, such as becoming invisible and distracting targets with their Mage Hand.
In terms of alignment, an arcane trickster who steals gold or magical items and is willing to fight but avoids killing unless necessary could be considered chaotic good or neutral good. If the character steals from those who need what is being stolen, they could be considered evil. If they steal from those who will hardly miss what is taken or from those who are evil, it could be considered a neutral act. Ultimately, alignment is a flexible concept, and different players may have different interpretations of how it applies to their characters.
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Arcane tricksters can be chaotic neutral, chaotic good, or true neutral
An arcane trickster is a character who uses magic and stealth to achieve their goals. While the alignment of an arcane trickster is typically non-lawful, there is room for variation within this class, and they can be chaotic neutral, chaotic good, or true neutral.
The alignment of a character in a role-playing game, such as Dungeons and Dragons (DnD), is a way to broadly categorise their moral and ethical outlook. It is a spectrum, and individuals can fall anywhere along it. For example, a character who is "good" will actively try to do good deeds, whereas a "neutral" character will not go out of their way to cause harm but may not always act selflessly.
A chaotic neutral character values individual freedom and acts in their own self-interest, without concern for wider order or community. They might steal or fight, but only if it benefits them, and they would not put a friend in harm's way. A chaotic good character has a similar outlook but will make personal sacrifices for the greater good and actively try to help others.
Arcane tricksters tend to fall into these categories because their skill set lends itself to a more individualistic and chaotic playstyle. They rely on stealth and magic, rather than strength or weapons, to achieve their goals. This might involve stealing, sneaking, or tricking others, which could be considered chaotic or neutral acts.
While the arcane trickster class has this non-lawful alignment restriction, players can still be creative and develop characters with unique motivations and personalities within the chaotic neutral, chaotic good, or true neutral alignments.
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Alignment is subjective and can vary depending on the edition and interpretation
Alignment in the context of an arcane trickster character in a tabletop role-playing game (TTRPG) is a subjective topic that can vary depending on the edition and interpretation. While some players may argue that an arcane trickster must be chaotic neutral, others may contend that they can be lawful neutral or even lean towards good or evil. Ultimately, the alignment of an arcane trickster character is up to the player's interpretation and the specific rules of the game system being used.
In the case of an arcane trickster, their alignment can be influenced by their motivations, values, and actions. For example, a character who steals gold or magical items and is willing to fight but avoids killing unless necessary might be considered chaotic neutral. On the other hand, a character who cares more about law and order than other people might be interpreted as lawful neutral.
The concept of alignment in TTRPGs is often associated with the moral and ethical choices that a character makes. Good and evil alignments typically refer to a character's willingness to harm innocents to accomplish their goals. A good character might go out of their way and make sacrifices for the greater good, while an evil character might be willing to kill and torture to achieve their objectives. Neutral characters often strive to maintain balance and avoid causing harm unless necessary.
However, it is important to note that different editions of TTRPGs may explain alignment differently, and some players may choose to downplay its importance in their games. Additionally, the presence of active gods who can detect good and evil in certain game settings can complicate the moral grey areas that alignment is meant to address. As a result, alignment can be a subjective and flexible aspect of character creation and development, allowing players to interpret and role-play their characters in a variety of ways.
In summary, the alignment of an arcane trickster can vary depending on the player's interpretation and the specific rules of the TTRPG system being used. While some sources suggest that arcane tricksters are typically chaotic neutral, others argue that they can also be lawful neutral or lean towards good or evil depending on their motivations and actions. Ultimately, alignment is a subjective aspect of character creation that can enhance the role-playing experience and add depth to a character's personality and decision-making.
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Frequently asked questions
No, an Arcane Trickster cannot be Lawful Neutral as the prerequisite alignment for this character class is any non-lawful.
The Arcane Trickster is a character class that blends magic and stealth. They can use spells like *Mage Hand* and *Booming Blade* alongside abilities like *Disable Device* and *Sleight of Hand*.
Alignment is a spectrum of morality and values in the D&D universe. It is divided into Good-Evil and Law-Chaos. Good-Evil is about being willing to harm innocents to achieve your goals. Law-Chaos is about communitarianism vs individualism and order vs freedom.