4 patches in and the Arcane Trickster's primary, unique trick - the Mage Hand Legerdemain - doesn't work as intended, and really hasn't been spoken about since its implementation.
This is...really kind of baffling to me, especially since the Rogue is only the 4th most popular class in the game behind the Warlock.
The Warlock. Whose Great Old One Subclass had a feature in tabletop that doesn't translate to a CRPG...
(
Awakened Mind - Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.)
... and so was given a new subclass feature in the form of the awesome
Mortal Reminder (Fear effect on crits)
So other than apathy about the Rogue, why hasn't the Arcane Trickster been fixed in this fashion? If MH Legerdemain won't translate, then give them a new feature?
What about something that's
actually Rogue-ishly arcane?
- Take a leaf out of the GOOlock's book:
Pilfer Magic - If the Arcane Trickster scores a Critical Hit, they restore a spell slot?
- Or go one better/more interesting:
Spellthief - Once per short rest the AT can cast a scaled Counterspell that - if succesful - 'steals' (counterspells) an enemy spell and restores a spell slot.
- Change 'Magical Ambush' so that it ONLY works on spells from the Arcane Trickster list, but you can choose whether or not you cast the spell with an Advantage while hidden, or cast it as a Bonus Action?
-
Magic Trick They get to pick a single Metmagic Feat of some sort?
- Why not give them one of the overtly rogueish abilities other non-Rogue classes get? Shadowstep? Maybe a version of Misty Escape?
Honestly, since I know they won't do any of these, I'm waiting for the mod tools to come out so I can work on a Rogue Rebalancing mod - just like old Baldur's Gate games ended up needing!