The Arcane Trickster arrives soon!

The Arcane Trickster is a Rogue class Archetype who dabbles in their own kind of magic to augment their abilities. Arcane Tricksters have modest skill in Enchantment and Illusion magic, but they can also “steal” spells from other classes. This archetype also summons a magical Mage Hand to cause mischief, aid in battle, and disable traps from a distance!
Below you will find specific class Archetype details for the Arcane Trickster. We have also put together a video overview and preview with Dungeons & Dragons Online Senior Systems Designer Torc and Community Manager Cordovan, which you can find here:
You can read full archetype class details below.
Get Arcane Trickster for FREE for a limited time!
Once Update 78: Natural 20 is released and through March 31st, 2026 you can speak to an NPC called “Giver of Gifts”, located on Anniversary Island, which is accessible by speaking to the NPC Fred in either House Jorasco or House Phiarlan near the location of the 10th Anniversary Event.
The Giver of Gifts will award your account the ability to play the Arcane Trickster archetype permanently! Log out and back in after acquiring the Arcane Trickster to grant it to your account. The Anniversary Event runs through March 31st, 2026, so make sure to claim your Arcane Trickster while the event is active to get it for free! Once the Anniversary Event is over, the Arcane Trickster will be available in the DDO Store for points.
Arcane Trickster:
Alignment: Any
Hit Die: d8
Class Skills:
- Skill points at 1st level: (8 + Intelligence modifier) x4
- Skill points at each additional level: 8 + Intelligence modifier
- Uses Skill Rogue List minus Intimidate and Swim, but gets Concentration and Spellcraft instead.
Weapon and Armor Proficiency as Rogue: Simple weapons, Martial weapons (Rapier, Shortbow, Shortsword), Light armor
Past Lives: +1 Illusion DCs and +3 Force Spell Power
Enhancements Trees:
- Arcane Trickster (see below)
- Mechanic
- Thief-Acrobat
|
Level: |
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Feats: |
Spell Points: |
1st |
2nd |
3rd |
4th |
|
1st |
+0/+0 |
+0 |
+2 |
+0 |
Sneak Attack +1d6, Trapfinding |
0 |
0 |
- |
- |
- |
|
2nd |
+1/+1/+6 |
+0 |
+3 |
+0 |
0 |
0 |
- |
- |
- |
|
|
3rd |
+2/+2/+7/+12 |
+1 |
+3 |
+1 |
Sneak Attack +2d6, Magical Training, Mage Hand Legerdemain |
20 |
1 |
- |
- |
- |
|
4th |
+3/+3/+8/+13 |
+1 |
+4 |
+1 |
|
30 |
1 |
- |
- |
- |
|
5th |
+3/+3/+8/+13 |
+1 |
+4 |
+1 |
Sneak Attack +3d6 |
40 |
2 |
- |
- |
- |
|
6th |
+4/+4/+9/+14 |
+2 |
+5 |
+2 |
Bonus Magical Feat |
50 |
2 |
- |
- |
- |
|
7th |
+5/+5/+10/+15 |
+2 |
+5 |
+2 |
Sneak Attack +4d6 |
65 |
2 |
- |
- |
- |
|
8th |
+6/+6/+11/+16 |
+2 |
+6 |
+2 |
Magical Ambush |
80 |
2 |
1 |
- |
- |
|
9th |
+6/+6/+11/+16 |
+3 |
+6 |
+3 |
Sneak Attack +5d6, |
95 |
2 |
1 |
- |
- |
|
10th |
+7/+7/+12/+17 |
+3 |
+7 |
+3 |
|
110 |
2 |
2 |
- |
- |
|
11th |
+8/+8/+13/+18 |
+3 |
+7 |
+3 |
Sneak Attack +6d6 |
125 |
2 |
2 |
1 |
- |
|
12th |
+9/+9/+14/+19 |
+4 |
+8 |
+4 |
Bonus Magical Feat |
140 |
2 |
2 |
2 |
- |
|
13th |
+9/+9/+14/+19 |
+4 |
+8 |
+4 |
Sneak Attack +7d6 |
155 |
2 |
2 |
2 |
- |
|
14th |
+10/+10/+15/+20 |
+4 |
+9 |
+4 |
|
170 |
3 |
2 |
2 |
1 |
|
15th |
+11/+11/+16/+21 |
+5 |
+9 |
+5 |
Sneak Attack +8d6 |
185 |
3 |
2 |
2 |
2 |
|
16th |
+12/+12/+17/+22 |
+5 |
+10 |
+5 |
Spell Thief |
200 |
3 |
3 |
2 |
2 |
|
17th |
+12/+12/+17/+22 |
+5 |
+10 |
+5 |
Sneak Attack +9d6 |
215 |
3 |
3 |
2 |
2 |
|
18th |
+13/+13/+18/+23 |
+6 |
+11 |
+6 |
Bonus Magical Feat |
230 |
4 |
3 |
2 |
2 |
|
19th |
+14/+14/+19/+24 |
+6 |
+11 |
+6 |
Sneak Attack +10d6 |
245 |
4 |
4 |
4 |
3 |
|
20th |
+15/+15/+20/+25 |
+6 |
+12 |
+6 |
- |
260 |
4 |
4 |
4 |
4 |
Spells:
Intelligence is the Arcane Trickster's primary casting stat. Spells are learned like Bard or Sorcerer spells, with identical spell swapping support.
Spell List:
1st Level Spells: Charm Person, Color Spray, Expeditious Retreat, Feather fall, Hypnotism, Jump, Magic Missile, Merfolk's Blessing, Nightshield, Protection from Evil, Repair Light Damage, Sleep, Tumble
2nd Level Spells: Blur, Cat's Grace, Daze Monster, Fox's Cunning, Hypnotic Pattern, Invisibility, Otto's Resistible Dance, Resist Energy, Scorching Ray, See Invisibility, Touch of Idiocy
3rd Level Spells: Chain Missile, Deep Slumber, Displacement, Frost Lance, Haste, Heroism, Hold Person, Repair Serious Damage, Suggestion, Water Breathing
4th Level Spells: Charm Monster, Crushing Despair, Dimension Door, Force Missile, Phantasmal Killer, Remove Curse, Repair Critical Damage, Freedom of Movement
Granted Class Feats:
1st Level: Trap Finding, Sneak Attack (progresses like standard Rogue)
2nd Level: Evasion
3rd Level: Magical Training, Mage Hand – Bluff and Mage Hand – DIsable Traps
Mage Hand Bluff: Bluffs target but has a longer duration than the standard Bluff skill.
Mage Hand Disable Traps: You can disable a device at base spell range. This cannot be enlarged with metamagic feats.
6th Level: Bonus Feat: One of Maximize, Empower, Quicken, Heighten, Extend, Eschew Materials, Mental Toughness, Improved Mental Toughness Spell Focus and Greater Spell focus for Enchantment or Illusion, Mobile Casting
8th Level: Magical Ambush: Your offensive instantaneous damaging spells deal additional 1d6 force damage equal to your sneak attack dice. Scales with 50% of force spell power. This proc has no cool down so it works very well with multi missile spells like magic missile. The sneak dice will not function on DOTS, Pale Master Aura, Wall of Fire, etc.
12th Level: Bonus Feat: 2: One of Maximize, Empower, Quicken, Heighten, Extend, Eschew Materials, Mental Toughness, Improved Mental Toughness Spell Focus and Greater Spell focus for Enchantment or Illusion, Mobile Casting
16th Level: Spell Thief and Bonus Feat 3
Spell Thief: Your melee and missile attacks that strike targets who have spells (we check for a spell list) grant Spell Points. 1d20 Spell Points on a 5 second cooldown for melee attacks. Ranged is a 10 second cooldown.
Bonus Feat 3: One of Maximize, Empower, Quicken, Heighten, Extend, Eschew Materials, Mental Toughness, Improved Mental Toughness Spell Focus and Greater Spell focus for Enchantment or Illusion, Mobile Casting
Feat Notes: Arcane Trickster will NOT get Uncanny Dodge, Trap Sense or the Special Ability feats (Improved Evasion, Opportunist, etc.)
Enhancement Tree:
General notes:
- Assume Action Point costs are 1 unless other indicated.
- Starting at Core 2 Arcane Tricksters "steal" spells from other classes and uses them as SLAs referred to as stolen spells with the following rules:
- These spells use a character's rogue level for caster level.
- DCs are based on your Arcane Trickster’s Disable Device skill score.
Cores:
- Core 1: Novice of Trickery: Each Core grants 5 Universal Spell Power and a +2% bonus to Doublestrike and Doubleshot, including this one.
- Core 2: Stolen Spell SLA Multi Selector:
- Stolen Magic Missile: Costs 2 Spell Points, 6 second Cooldown (from wizard/sorccerer)
- Stolen Cure Light Wounds: Costs 2 Spell Points, 6 second Cooldown (Divine theft)
- Stolen Conjure Bolts: Costs 2 Spell Points, 6 second Cooldown (Artificer theft)
- Stolen Shillielagh: Costs 2 Spell Points, 6 second Cooldown (Druid theft)
- Stolen Sonic Blast: Costs 2 Spell Points, 4 second Cooldown (Bard theft)
- Stolen Fine Dust: Costs 3 Spell Points, 15 second Cooldown (Alchemist theft)
- Core 3: Stolen Spell SLA Multi Selector:
- Stolen Chain Missile: Costs 8 Spell Points, 10 second Cooldown
- Stolen Cure Moderate Wounds: Costs 4 Spell Points, 6 second Cooldown
- Stolen Personal Augmentation: insightful Damage: Costs 8 Spell Points, 2 second Cooldown
- Stolen Sound Burst: Costs 8 Spell Points, 20 second Cooldown
- Stolen Salt Ray: Costs 4 Spell Points, 8 second Cooldown
- Stolen Salt Crystals: Costs 8 Spell Points, 20 second Cooldown
- Core 4: Stolen Spell SLA Multi Selector:
- Stolen Force Missile: Costs 6 Spell Points, 6 second Cooldown
- Stolen Cure Serious Wounds: Costs 6 Spell Points, 6 second Cooldown
- Stolen Radiant Force Field: Costs 20 Spell Points, 180 second Cooldown
- Stolen Thorn Bloom: Costs 10 Spell Points, 12 second Cooldown
- Stolen Hold Monster: Costs 8 Spell Points, 8 second Cooldown
- Stolen Flash Freeze: Costs 8 Spell Points, 30 second Cooldown
- Core 5: Stolen Spell SLA Multi Selector:
- Stolen Disintegrate: Costs 8 Spell Points, 10 second Cooldown
- Stolen Heal: Costs 20 Spell Points, 15 second Cooldown
- Stolen Tenser's Transformation: Costs 15 Spell Points, 30 second Cooldown
- Stolen Fire Seeds: Costs 10 Spell Points, 10 second Cooldown
- Stolen Great Shout: Costs 15 Spell Points, 10 second Cooldown
- Stolen Turn to Frog: Costs 5 Spell Points, 10 second Cooldown
- Core 6: Magical Ambush: Spellpower scaling increased to 100% and Spell Thief Spell Point steal is boosted by 50%. +2 to all stats and +2 Imbue Dice.
Tier 1:
- Mage Hand: Eye Poke: (1AP Cost) Target takes 1d6 + 1d6 per Sneak Attack dice in Force damage that scales with Spell Power. Target must make a Reflex save against your Disable Device skill + 1d20, if they fail they become Blind for 8 seconds with a recurring saves every 2 seconds. Cost: 2 Spell Points, 10 second Cooldown. This ability acts like an Extra Action but shares a 1 second Cooldown with other offensive Mage Hand abilities. This is not considered a spell. Passive: Gain 30 Spell Points.
- Magic Fingers: +1/2/3 Open Locks, Disable Device, Concentration
- Keep it Flexible: Gain 5/10/15% Reduction to Arcane Failure.
- My Favorite Bauble: While holding an orb, dagger or staff you gain +10 Universal Spellpower.
- I Prefer Subtlety: You generate 10%/20%/30% less Hate with spells and missile attacks.
Tier 2:
- Mage Hand: Slap: (2AP Cost) Target takes 1d6 + 1d6 per Sneak Attack dice in Force damage that scales with Spellpower. They must make a Fort save against your Disable Device skill +1d20 or become Stunned for 6 seconds with recurring saves every 2 seconds. Cost: 2 Spell Points, 10 second Cooldown. This ability acts like an Extra Action but shares a 1 second Cooldown with other offensive Mage Hand abilities. This is not considered a spell. Passive: Gain 30 Spell Points. Requires previous Mage Hand enhancement.
- Protective Gear: 2/4/6 bonus to your Magical Resistance Rating and MRR Cap
- Three handed Casting: Your Quicken Spell Feat costs 1/2/4 fewer Spell Points. Requires Quicken Spell. Stacks with Efficient Quicken from other trees.
- Catcher Glove: (2AP Cost) Your Mage Hand will deflect incoming projectiles occasionally granting the Deflect Arrow feat and you also gain a +2% bonus to Dodge.
- Arms of the Trickster Multi Selector:
- Trickster Trick - Imbue Toggle: Your weapon attacks do 1d4+1 Force damage. Scales with Spellpower.
- Trickster's Blade - Imbue Toggle: Your weapon attacks do 1d4+1 Force damage. Scales with 200% Melee Power.
- Trickster's Bolt - Imbue Toggle: Your weapon attacks do 1d4+1 Force damage. Scales with 200% Ranged Power.
Tier 3:
- Mage Hand: Meddle with Reality: Any creature you target with Mage Hand: Slap or Eye Poke is no longer immune to Sneak Attacks, their Fortification is reduced by 25% and their Will saves are reduced by 4. The creature type changes to Fey for purposes of immunities. This lasts 30 seconds. This can apply to bosses. Passive: Gain 30 Spell Points. Requires previous Mage Hand enhancement.
- More Magic More Fun: (2 AP) - Multi Selector:
- Mixed Magics: Your Caster Level with spells is now equal to your Character Level instead of individual class levels (max 20). This does not change the caster level of Rune Arms, Wands, Scrolls, or other Items.
- Quick Silver: You gain the Quick Draw feat and 5 Universal Spellpower.
- Tricks on Tricks: Your weapon attacks and offensive Evocation spells have a chance of granting you a stack of Tricks on Tricks, which gives a +1 to Illusion and Enchantment DCs. This stacks up to 4 times. The stacks decay at a rate of 1 every 30 seconds.
- Applied Force: (2 AP): Gain +1 imbue die per 3 Rogue levels and +10% to crit damage with Force spells. Requires any of the Arms of the Trickster selections.
- Int/Charisma/Dex Picker
Tier 4:
- Helping Hand: Removes most crowd control effects from a target, heals them for 50% of their Max Hit points and applies a restoration effect to the target. Can be used while you are Crowd Controlled. Cost: 5 SP. 60 second Cooldown. Passive: Gain 30 Spell Points. If you are incapacitated for more than 6 seconds and have 5 Spell Points you will receive the Helping Hand effect. Requires previous Mage Hand enhancement.
- Sharp Magic: (1 AP): Gain +1 Sneak Attack Dice for every Metamagic Feat you have.
- Pin Point: +1/2/3 Spell Penetration, +3/6/10 Fortification Bypass. Rank 3: Your Mage Hand spells automatically dispel Nightshield and Shield spell effects.
- Slippery Magic: (2 AP) You have a chance to gain a +5% uncapped bonus to Dodge and +1 Reflex saves whenever you land an offensive spell on a target or a melee attack. This can stack up to 3 times. 1 stack drops every 15 seconds. Passive: +2% bonus to Dodge.
- Int/Charisma/Dex Picker
Tier 5:
- Mage Hand: Presto!: (2 AP) Mage Hand snaps its fingers over a non-boss target to make them disappear. We don't know where they go, it's magic! Target gets a Will save to negate the effect with a DC equal to your Disable Device skill. Cost: 10 Spell Points, 20 Cooldown. This ability acts like an Extra Action but shares a 1 second Cooldown with other offensive Mage Hand abilities. This is not considered a spell. Passive: Gain 80 Spell Points. Requires previous Mage Hand enhancement.
- An Extra hand: All Metamagic feats are reduced in cost by 2. You have a chance when struck by a spell to manifest an extra Mage Hand which knocks down the opposing caster down.
- Magic is a Tricky Business: You gain a +1/2 bonus to illusion and Enchantment DCs. Rank 2: Passive - Tricks on Tricks now also increases to hit and damage with weapons by 1 per stack.
- Good with my Hands: +3/6/10 Melee and Ranged Power. Rank 3: Passive - Gain 8 Magical Resistance Rating cap.
- I'm Not Half Bad...: Multi Selector (2 AP):
- With a Blade: +1 Competence bonus to Critical Threat Range and damage multiplier with melee weapons and a 15% Competence bonus to your Maximum Hit Points.
- With a Bolt: +1 Competence bonus to Critical Threat Range and damage multiplier with ranged weapons and a +10% to Dodge Bypass.
- With a Spell: +20 Universal Spellpower, +2 Spell Penetration and a +5% critical chance with all spells.

