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Arcane Trickster

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"My tricks come from tool and spell."[MP2:72]

Prerequisite: Rogue, trained in Arcana

Arcane Trickster Path Features

Arcane Burglary (11th level): You can use a dagger as an implement. However, you don't gain the weapon's proficiency bonus when using it for implement attacks. In addition, whenever you make an Athletics check, you can use your Arcana skill modifier in place of your Athletics skill modifier.

Fading Action (11th level): When you spend an action point to make an attack, one creature of your choice that you attack treats you as invisible (save ends).

Dagger Spell (16th level): When making an arcane attack, you can treat a ranged power as having a range of melee weapon while using your dagger as an implement.

 Blinding Flare Arcane Trickster Attack 11
You create a burst of blinding flame that robs your enemies of their sight long enough for you to slip around behind them.
 Encounter + Arcane, Implement
 Minor Action  Close burst 1
 Target: Each creature in burst
 Attack: Dexterity vs. Fortitude
 Hit: The target is blinded until the end of your next turn.
 Effect: You shift your speed.


 Cat Burglar's Veil Arcane Trickster Utility 12
You sweep a curtain of arcane energy across the battlefield, creating a veil you can hide behind.
 Daily + Arcane, Conjuration
 Minor Action  Area wall 8 within 10 squares
 Effect: You conjure a wall of arcane energy that only you can see. The wall can be up to 6 squares high, and it lasts until the end of the encounter. The wall blocks enemies' line of sight to you and your allies but does not prevent you and your allies from seeing through it.


 Confounding Teleport Arcane Trickster Attack 20
You quickly pop around the battlefield, keeping your foes confused by seeming to be everywhere at once.
 Daily + Arcane, Teleportation, Weapon
 Standard Action  Melee weapon
 Requirement: You must be wielding a light blade.
 Effect: Before the attack, you teleport your speed.
 Primary Target: One creature
 Primary Attack: Dexterity vs. AC. You gain combat advantage against the target if you teleported adjacent to it during this turn.
 Hit: 4[W] + Dexterity modifier damage.
 Miss: Half damage.
 Effect: Until the end of the encounter, you gain a teleport speed equal to your speed, and whenever you teleport adjacent to an enemy, it grants combat advantage to you until the end of your turn.

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