Baldur's Gate 3 Rogue

Introduction

Scoundrels, thieves, assassins, and tricksters, the Rogue is highly-skilled, sneaky, and capable. An asset in any party due to their easy damage output via Sneak Attack and their powerful skills thanks to Expertise, the Rogue thrives as a Scout and Striker, but can also serve as your party’s Face without much trouble.

Mastering the Rogue nearly requires that you master the mechanics of sneaking. Pay attention to light levels, watch for vision cones, and look for ways to break line of sight. If you can’t hide, you’ll need to coordinate attakcs with your allies or find another source of Advantage, such as blinding enemy with a raven familiar.

Table of Contents

Disclaimer

RPGBOT uses a color coding scheme to rate individual character options.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

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Rogue Class Features

Hit Points: d8 isn’t much, but it goes a long way once you have Uncanny Dodge.

Saves: Dexterity saves protect you from area damage effects like Fireball.

Proficiencies: Everything you need as a rogue, but adding longbows can be helpful for fighting at range.

Expertise: Expertise is a significant boost to your favorite skills. You get 2 at level 1, then 2 more at level 6.

Sneak Attack: The Rogue’s signature damage boost, Sneak Attack dominates the Rogue’s tactics in combat. If you’re not able to deal Sneak Attack in a given turn as a rogue, you might as well not attack. The damage adds another 1d6 at every odd-numbered level, so as you gain levels Sneak Attack will become a larger and larger portion of your damage output.

Cunning Action (Dash/Disengage/Hide): Spend a Bonus Action to do some things which normall take an Action. This is crucial part of the Rogue’s tactics. When fighting at range, you can attack from stealth, move back out of line of sight, and hide again. This gets you Advantage on your attacks, allowing you to use Sneak Attack reliably. In melee, you can use Disengage to move past enemies to reach desired targets or you can use it to get out of melee and leave enemies to engage your party’s Defender, who is almost certainly more durable than you are.

Uncanny Dodge: So long as your rogue isn’t drawing a huge number of attacks, this is a fantastic defense. Coupled with decent AC, you can be very durable unless you’re drawing a large number of attacks each round.

Evasion: Are damage effects are very common. Couple with proficiency and the Rogue’s high Dexterity, you’ll be able to pass these

Rogue Subclasses

Arcane Trickster

The Arcane Trickster is, in theory, defined by its spellcasting. However, the spellcasting is lackluster compared to the tabletop rules. Instead, focus on Mage Hand Legerdemain, which among the most incredible tools for shenanigans in the entire game. The ability to scout remotely, move items about without being detected, and otherwise mess with the environment is stunningly powerful, especially since to few enemies can see invisible creatures. The spellcasting does provide access to some nice buffs, but it’s easy to forget to use your spells.

3: Mage Hand Legerdemain: Mage Hand Legerdemain buffs Mage Hand in two massively important ways. First, the hand lasts indefinitely rather than just for 1 minute like it does for everyone else. This means you can use hand to scout, retrieve items, open doors, pull levels, venture into small holes, and all other manner of shenanigans without much trouble. If you plan ahead, you can camp the hand at the edge of combat, drop items on the ground, and have the hand throw items like alchemist’s fire. If you forget to set it up ahead of time, you can still drop items during combat without spendin an action, though your hand’s positioning may not be as convenient.

Second, the hand is semi-permanently invisible. If you don’t attack or shove with it, the hand remains invisible and you can use it to do most of your scouting. As long as it remains invisible, it doesn’t roll for initiative, so you’re free to have it float around in the middle of combat moving items around and pulling levers and whatever else you need done. If you’re patient, you can have your hand drag explosives all over the place, move it to a safe distance, then ignite the explosives to blow up entire encounters.

3: Spellcasting: The Arcane Trickster’s spellcasting is extremely limited, and the options available in BG3 omit many of the best options for rogues in the tabletop rules. Among the conspicuously missing options is Shadow Blade, which is only available from an item for some reason.

That said, there are a few standouts. Find Familiar (Raven) gives you a way to blind enemies, allowing you to deliver Sneak Attack easily.

9: Magical Ambush: Enough to offset your poor spell save DC compared to full spellcasters, but your available offensive spell options don’t give you much to work with.

Assassin

The Assassin makes it essential that you deliver the first blow in combat, and often requires that your whole party is either stealthy or that they’re far enough behind you that they won’t accidentally trigger initiative rolls. The initial subclass features are excellent, allowing you to potentially eliminate an enemy before they get a turn, shifting the odds in your party’s favor.

Assassin Rogue/Gloom Stalker Ranger is a fantastic multiclass combination, combining both subclasses’ powerful first-turn features to make you exceptionally dangerous during the first round of combat.

3: Assassin’s Alacrity: Excellent incentive to attack before initiative is rolled. If you’re using two-weapon fighting and have the toggle turned on, your character should attack with both weapons, consuming both your Action and your Bonus Action. This would normally mean that those are spent for your first turn, but thanks to Assaassin’s Alacrity you’ll get them both back. You effectively get a full turn worth of attacks if you start combat on your own terms.

3: Assassinate: Ambush: Surprising enemies can be difficult, but if you’re paying attention and sneaking you’ll be able to do it with reasonable frequency. Your best bet is to have your whole party sneak and have your assassin rogue make an attack at range to start combat. Thanks to Assassin’s Alacrity, you’ll get your actions back and you won’t be effectively takin your firts Action before you actually get a turn.

3: Assassinate: Initiative: Consistently useful even if you can’t surprise your enemies. With the Rogue’s high Dexterity, you’re likely to go before most enemies, so your first turn should be very effective.

9: Infiltration Expertise: This is a low-level spell, you can get it from consumables, and if you have the Digital Deluxe version of the game you have a head item which lets you do this for free.

Thief

Thief is a popular class dip because Fast Hands is so good. Monks in particular get a lot out of it. However, on its own, Thief isn’t especially impressive.

3: Second-Story Work: Even with Shove being available to enemies, falling damage is really rare and you can often mitigate it with Feather Fall.

9: Supreme Sneak: Effectively the Invisibility spell once per Short Rest. Helpful, but easily replaced by potions which are expensive by this level.

Rogue Ability Scores

The lack of appealing feats which provide a +1 increase to Dexterity means that we don’t have a good reason to start with 17 Dexterity, leaving points open to invest elsewhere.

If you’re not building an Arcane Trickster, you have a few points to balance between Intelligence and Charisma depending on your rogue’s role in the party. If your rogue is your party’s Face, put them into Charisma. Otherwise, put them into Intelligence.

Str: Dump.

Dex: Attack, damage, initiative, Sleight of Hand, Stealth, saves, AC. Basically everything you care to do as a rogue will depend on Dexterity.

Con: HP and Constitution saves.

Int: Useful for the Arcane Trickster, otherwise it’s safe to dump.

Wis: Perception and important saves.

Cha: Useful for your party’s Face, otherwise dump it.

Game Recommended+2/+1FinalRPGBOT Recommended
(Most Rogues)
+2/+1FinalRPGBOT Recommended
(Arcane Trickster)
+2/+1Final
Str888888
Dex15+21714+21614+216
Con13+11415+11613+114
Int131312 or 812 or 81414
Wis131314141212
Cha10108 or 128 of 121010

Rogue Races

Several races offer Advantage on Stealth checks, which is excellent, but also replaceable thanks to items and Enhance Ability.

Dwarf

Slow, and both Darkvision and Poison Resilience are replaceable with 2nd-level spells. The weapon proficiencies aren’t helpful.

  • Gold Dwarf: Extra hp is always nice, but rogues aren’t built to stand around and take hits, and a few more hit points won’t fix that.
  • Shield Dwarf: Medium armor opens up some magic item options, but you can get that from the Githyanki alongside a bunch of other stuff that you want.
  • Duergar: Advantage on some saves is nice, and the innate spellcasting is passable.

Dragonborn

Damage resistance is great, and an area damage option is tempting, but you’ll do so much more damage with Sneak Attack that you’ll rarely benefit from using your breath weapon instead of Sneak Attack.

Drow

Darkvision can be replaced by a spell, but Fey Ancestry and proficiency in Perception are both good. The innate spellcasting can be very effective, especially for arcane tricksters.

Lolth-sworn Drow and Seldarine Drow are mechanically identical, but get access to different dialog choices.

Elf

Darkvision can be replaced by a spell, but Fey Ancestry and proficiency in Perception are both good. Wood Elf is an easy choice, adding a total of two additional spells to your rogue.

  • High Elf: A cantrip is tempting, but you won’t use it offensively and you’ll get Mage Hand for free if you go for Arcane Trickster.
  • Wood Elf: A little extra speed and a free skill proficiency.

Gnome

Gnome Cunning is an amazing defensive option. Coupled with the Rogue’s saving throw proficiencies, Uncanny Dodge, and Evasion, you can be very durable.

  • Rock: Adding twice your proficiency to History checks is nice, but it doesn’t come up very often and most rogues don’t have the Intelligence to support it.
  • Forest: Speak with Animals is amazing in Baldur’s Gate 3, and you only need to cast it once a day anyway. Of course, it’s also available from abundant and inexpensive consumables.
  • Deep: Advantage on Stealth is huge for the Rogue, but it’s also replaceable beyond low levels via items and spells.

Githyanki

Medium armor proficiency gets you access to more boot/glove/helmet options, but we’re here for Astral Knowledge and the innate spellcasting. Astral Knowledge can get you as many as 5 skills, so you’ll want to plan all of your permanent proficiencies around that capability. I recommend focusing your permanent proficiencies on Dextiery-based and Wisdom-based skills, then use Astral Knowlede to pick up Intelligence-based or Charisma-based skills depending on your role in the party. The innate spellcasting includes Misty Step, which is excellent for getting into melee or for teleporting to high ground before you attack.

Half-Elf

Darkvision (which is replaceable with a spell), Fey Ancestry, and a subrace. Civili Militia gives you shield proficiency, but shields prevent you from using two-weapon fighting so they’re not a great choice for the Rogue. The Elf is a better fit.

  • High Half-Elf: A cantrip is tempting, but you won’t use it offensively and you’ll get Mage Hand for free if you go for Arcane Trickster.
  • Wood Half-Elf: More speed and Stealth proficiency.
  • Drow Half-Elf: The innate spellcasting can be very effective, especially for arcane tricksters.

Half-Orc

Relentless Endurance and an additonal skill are fine, but rogues benefit very little from Savage Attacks.

Halfling

Baldur’s Gate 3 makes a natural 1 a critical failure, meaning that you automatically fail whatever attack/check/save.

  • Lightfoot: Advantage on Stealth is huge for the Rogue, but it’s also replaceable beyond low levels via items and spells.
  • Strongheart: Poison Resistance is available as a 2nd-level spell which lasts until your next long rest, so getting it from your race is pointless beyond low levels.

Human

Proficiency in shields seems tempting, but the AC boost isn’t worth giving up two-weapon fighting.

Tiefling

Resistance to fire is a great start since Fire damage is common.

  • Asmodeus Tiefling: Decent innate spellcasting for an arcane trickster.
  • Mephistopheles Tiefling: The spells are fine, but they’ll only be effective for arcane tricksters, Mage Hand will be redundant.
  • Zariel Tiefling: Thaumaturgy will help with Intimidaton checks, which is helpful if you’re your party’s Face. The smite spells are appealing for melee builds, but save them for when you’re attacking with Advantage in melee to avoid wasting them.

Rogue Skills

  • Acrobatics (Dex): Your best defense against being Shoved, but that won’t happen often enough that you absolutely need this.
  • Animal Handling (Wis): Get a consumable that lets you speak to animals.
  • Athletics (Str): Strength is your dump stat.
  • Arcana (Int): Maybe if you’re an Arcane Trickster.
  • Deception (Cha): Occasionally useful for your party’s Face.
  • History (Int): Maybe if you’re an Arcane Trickster.
  • Insight (Wis): Occasionally useful for your party’s Face.
  • Intimidation (Cha): Occasionally useful for a Face, but not essential.
  • Investigation (Int): Maybe if you’re an Arcane Trickster.
  • Nature (Int): Maybe if you’re an Arcane Trickster.
  • Perception (Wis): Among the most important skills in the game. Detects traps, secrets, and hiding enemies.
  • Performance (Cha): Useless.
  • Persuasion (Cha): Essential if you’re your party’s Face.
  • Religion (Int): Maybe if you’re an Arcane Trickster.
  • Sleight of Hand (Dex): Essential. Expertise is strongly recommended.
  • Stealth (Dex): The ability to move around inside enemies’ vision cones unnoticed can be very useful, and invisibility is frustrating to the point that it’s not an adequate substitute.
  • Survival (Wis): The buried chests are not worth the skill proficiency to find them.

Rogue Backgrounds

Backgrounds provide two skill proficiencies and determine the way that your character earns Inspiration. The game has ample opportunities to earn Inspiration for every background, so choosing a background typically comes down to what skills you want.

  • Acolyte: Both skills are useful, but not easy choices for the Rogue.
  • Charlatan: Good skills for a rogue if you’re planning to be your party’s Face,.
  • Criminal: Good skills for a rogue if you’re planning to be your party’s Face,.
  • Entertainer: Performance is useless.
  • Folk hero: Bad skills.
  • Guild Artisan: Good skills for a Face.
  • Haunted One (Dark Urge only): If you’re playing Dark Urge, you’re locked into this. You get Medicine and Intimidation, and neither of those are great for the Wizard.
  • Noble: Decent skills for a Face. Combines very well with Rock Gnome.
  • Outlander: Bad skills.
  • Sage: Maybe for an arcane trickster.
  • Soldier: Athletics isn’t a good choice, and Intimidation alone isn’t enough.
  • Urchin: Perfect skills for any rogue.

Rogue Feats

This section does not address every feat, as some clearly aren’t relevant to the class. For more general discussion on feats, see our Practical Guide to Feat Selection.

  • Actor: Excellent if your rogue is also your party’s Face. Remember that the Proficiency and Expertise in Deception and Performance don’t give you anything extra if they’re redundant, so build yourself without either skill prior to taking this.
  • Alert: Being surprised is rare and you can usually prevent it by exploring with a pet of some kind
  • Savage Attacks: Reroll all of those Sneak Attack damage dice. Decent for melee-focused rogues.
  • Sharpshooter: With at most two attacks per turn via two-weapon fighting, you get much less out of this than most martial characters. Still, it’s a nice damage boost.
  • Skilled: Works great with Reliable Talent.

Rogue Weapons

Rogues depend entirely on Dexterity-based weapons. In melee, this means daggers, short swords, and rapiers. Your choice of weapons frequently comes down to what is the best magic weapon available to you, though rapiers don’t work with two-weapon fighting, so short swords and daggers are nearly always the better choice.

At range, you can use a crossbow, a bow, dual wield hand crossbows, or throw daggers. Throwing daggers is frustrating and no more effective than hand crossbows, so there’s no reason to do it. Rogues are proficient in hand crossbows, light crossbows, and heavy crossbows, but upgrading to longbows and heavy crossbows doesn’t add much beyond expanding your item options since the damage dice aren’t significantly better and the range differents aren’t very big.

Two-weapon fighting is the preferred option for rogues in the majority of cases. The ability to attack a second time dramatically improves your chances to deliver a Sneak Attack in any given turn. Baldur’s Gate 3 also allows you to attack with your off-hand weapon as a Bonus Action regardless of what you do with your Action on that turn, so you can often use items or special abilities and still your Bonus Action to deliver a Sneak Attack. In addition, when you make an Opportunity Attack you will attack with both weapons, improving the damage you deal when enemies attempt to move away from you.

Rogue Armor

Rogues are proficient in light armor, which includes padded armor, leather armor, and studded leather armor. Studded leather providers the highest AC at just 12 + Dex, and Studded Leather is weirdly difficult to find in the early portion of the game where that’s actually useful. If it’s an option, have someone cast Mage Armor on you, which gives you an AC of 13 + Dex, though you can’t be wearing armor (which includes many boots/glove/helmets). There are many excellent magic armors for characters who lear light armor or no armor, so you’ll likely have magic armor before you see your first stuit of mundane studded leather.

Rogue Multiclassing

  • Barbarian: Bard and Barbarian don’t combine well. Rage and Reckless Attack depend on Strength-based attacks, and the Rogue needs to be built around Dexterity.
  • Bard: Three levels for more Expertise, but that’s a big class dip.
  • Cleric: Trickery Cleric has some useful options, but being unable to use Trickster’s Blessing on yourself is incredibly annoying. Two levels for Channel Divinity: Invoke Duplicity is decent, and three levels for Pass Without Trace makes stealth really easy.
  • Druid: No ability overlap and the Druid’s spellcasting does very little to help the Rogue.
  • Fighter: One level for a fighting style and access to medium/heavy armor (purely for the magic items) offers some exciting options. Two levels for Action Surge is tempting, but remember that you can only Sneak Attack once per turn, so Action Surge doesn’t do much for you that two-weapon fighting couldn’t.
  • Monk: You can’t Sneak Attack with unarmed strikes.
  • Paladin: Everything you could want from a class dip is easier to get from the Fighter.
  • Ranger: Two levels for some extra skills, a fighting style, and Natural Explorer (Beast Tamer) to get a familiar does a lot for the Rogue. Assassin Rogue/Gloomstalker Ranger is a powerful and popular multiclass build.
  • Sorcerer: If you want spellcasting, bard or wizard will be a better fit. 1st-level subclass features are tempting, but don’t do much for the Rogue.
  • Warlock: Two levels for Devil’s Sight is tempting, but the spellcasting isn’t especially useful. Three levels so that you can cast Darkness twice per short rest means that you have an easy way to fight while enemies are completely unable to see you, and allies can duck in and out of the area during their turns if they can’t see from inside the area.
  • Wizard: One level for Mage Armor, Find Familiar, and ritual casting. It’s even better if you’re an Arcane Trickster because you can learn wizard spells from scrolls to go beyond the Arcane Trickster’s limited spellcasting options.

Rogue Example Build – Astarion, Arcane Trickster Rogue

Baldur's Gate 3 Astarion Screenshot
Likes include stabbing, biting, being romanced by players, and revenge. Dislikes include the concentrated power of the sun.

Astartion is generally the second companion that you’ll encounter, and he introduces himself like every one of the worst chaotic-neutral rogues I’ve seen ina typical DnD game. Once you get beyond that speed bump, he’s actually pretty great. Baldur’s Gate 3 makes ample use of traps and locks and makes stealth both viable and rewarding, so a rogue is a powerful asset in any party. Astarion’s default build will support any variety of rogue reasonably well, and he’s set up with Expertise in his most important skills to serve as a rogue in a party by someone else. On top of that, Astarion’s unique abilities make him even more effective than a comparable custom character built as a rogue.

Of course, there’s room for improvement.

For this build, we’ll be building Astarion as an Arcane Trickster becuase that’s what the game defaults to when he hits level 3. The subclass is a ton of fun and has some very powerful options. We’ll assume that Astarion is not your party’s Face, which allows us to dump Charisma in favor of more important ability scores and to rearrange his skills.

If your party lacks another high-Charisma character, Astarion’s default skills include all of the Face skills, so he’s a good substitute. I used Astarion as my party’s Face for the first few levels until I could respec, and with Guidance he did fine.

Ability Scores

RPGBOT Recommended+2/+1 IncreasesFinal
Str888
Dex15+21717
Con13+11414
Int141413
Wis121213
Cha10810

Race

High Elf. Astarion is locked into High Elf with Fire Bolt as his cantrip. The cantrip is Intelligence-based, which works okay for the Arcane Trickster, but since spells don’t deliver Sneak Attack you’ll almost never use it.

This also gives us proficiency in Perception and proficiency in Longbows, both of which are fine additions to the Rogue.

Background

Charlatan. This gives us proficiency in Deception and Sleight of hand.

Skill Proficiencies

Astarion’s defaults skills are Acrobatics, Deception, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. He also starts with Expertise in Sleight of Hand and Stealth.

When you respec Astarion, drop proficiency in Performance and pick up Investigation.

Feats

At level 4 we raise Dexterity to 18.

At level 8 we raise Dexterity to 20.

At level 10 we take either Savage Attack or Sharpshooter depending on whether we’re fighting primarily in melee or at range.

At level 12 we take Lucky.

Levels

LevelFeat(s) and FeaturesNotes and Tactics
1Sneak Attack
Expertise
– Sleight of Hand
– Stealth
At this level you’re almost entirely dependent on allies for Sneak Attack. It’s a hard level.
2Cunning ActionGet accustomed to hiding as a Bonus Action and then attacking at range with Advantage. Mastering the mechanics early will make your life easier later in the game.
3Subclass: Arcane Trickster
Mage Hand Legerdemain
Spellcasting
Cantrips Known:
– Mage Hand (Free)
– Dancing Lights
– Minor Illusion
Spells Known:
– Disguise Self
– Find Familiar
– Tasha’s Hideous Laughter
Mage Hand Legerdemain buffs Mage Hand in two massively important ways. First, the hand lasts indefinitely rather than just for 1 minute like it does for everyone else. This means you can use hand to scout, retrieve items, open doors, pull levels, venture into small holes, and all other manner of shenanigans without much trouble. If you plan ahead, you can camp the hand at the edge of combat, drop items on the ground, and have the hand throw items like alchemist’s fire.

Second, the hand is semi-permanently invisible. If you don’t attack or shove with it, the hand remains invisible and you can use it to do most of your scouting. As long as it remains invisible, it doesn’t roll for initiative, so you’re free to have it float around in the middle of combat moving items around and pulling levers and whatever else you need done. If you’re patient, you can have your hand drag explosives all over the place, move it to a safe distance, then ignite the explosives to blow up entire encounters.

The Arcane Trickster’s spellcasting is extremely limited, so you need to be very picky with your spell choices. At this level you get just one spell that’s not restricted to the Arcane Trickster spell list, and most of your spell options in BG3 are poor.

Offensive spells are generally a bad idea, especially if they require a spell attack. Our best spell options are buffs and utility spells, and remember that almost all spells will break stealth when you cast them (Minor Illusion is an exception)

We’re using our unrestricted slot her for Find Familiar. Grab yourself a raven, and use its ability to blind a target to make them easy to Sneak Attack. Remember that blinded creatures can’t make Opportunity Attacks, so have your raven fly away (it moves further if you fly than if you just let it move normally) after hitting.

Tasha’s Hideous Laughter won’t see a lot of use, but watch for enemies with poor Wisdom saves.
4Feat: Ability Score Increase (Dexterity 16 -> 18)
New Spell Known:
– Any
Replaced Spell:
– Disguise Self -> False Life
Our feat options aren’t great, unfortunately, but we get a ton of benefit from higher Dexterity, so we’ll focus on that.

Unlike the tabletop rules, when you replace an Arcane Trickster spell in BG3, it’s not restricted to the limited spell list, which is great since most of the illusion spells that tricksters rely on in the tabletop rules don’t exist in BG3.

False Life is a great buff and I got a ton of mileage out of it. Using the Arcane Trickster’s spell slots is surprisingly difficult because your spellcasting is so limited, but False Life is consistently and reliably useful.
5Uncanny Dodge
Replaced Spell:
– Tasha’s Hideous Laughter -> Protection from Evil and Good
Make sure that you keep the passive toggled on the Passives section of your hotbar.

Protection from Evil and Good is a great buff in this game. It lasts until your next long rest unless you break Concentration, so it’s east to get a lot of mileage out of a single slot, plus you’ll encounter a weirdly large number of the affected creature types. If you’re fighting at range, put it on an ally. (Sure, spoiler, but aberrations are established as the primary antagonist in the prologue.)
6Expertise:
– Investigation
– Perception
Since we’re not using Astarion as our Face, we’re free to put Expertise into more things that help with scouting.
7Evasion
New Spell Known:
– Mirror Image
A massive boost to your spellcasting. You get another 1st-level slot, but more importantly you also get 2nd-level spells. We have many of the exact same problems as our 1st-level spells, unfortunately, but we can look forward to replacing the spell at level 8.

Mirror Image is a good defensive buff, especially since it doesn’t require Concentration.
8Feat: Ability Score Increase (Dexterity 18 -> 20)
New Spell Known:
– Flaming Sphere
Our last unrestricted spell known. We’re going to grab Flaming Sphere because it works as a distraction and because it leaves a trail of flaming terrain which doesn’t care about saving throws. We mostly want it to draw attacks away from our party.

We’re not replacing a spell at this level.
9Magical AmbushMagical Ambush suddenly makes offensive spells that rely on saving throws viable so long as we’re remaining hidden reliably. If you’re always two-weapon fighting, this will only help you when you first cast a spell. Plan to use a weapon with longer range like a longbow and spend your Bonus Action to hide on any turn where you have a spell in effect that allows ongoing saves.

Look at your spell list, pick the spell that you’re getting the least use out of, and replace it. Go for Blindness or Hold Person if you’re fighting in melee or either Tasha’s Hideous Laughter or Hold Person if you’re fighting at range.

For Blindness, you want to hide before you cast it. For Tasha’s Hideous Laughter and for Hold Person you want to make sure that you end every turn hidden so that Magical Ambush continues to apply.
10Feat: Savage Attacker OR Sharpshooter
New Spell Known:
– Any
Savage Attacker is a minor mathematical boost unless you’re rolling a pile of dice. Sharpshooter is a nice damage boost, but you definitely want to use two-weapon fighting to get the most value out of it.
11Reliable Talent
New Spell Known:
– Any
No big tactical changes. This is also our last Sneak Attack improvement. Reliable Talent makes all of our skills much more reliable. By now you’re likely so good at Sleight of Hand that you can usually only fail on a natural 1, which conveniently becomes impossible thanks to Reliable Talent.
12Feat: LuckyWe don’t really need another feat, but Lucky fits into any character well. If you don’t want the feat, consider a level in Figther to get a Fighting Style.