Aldarc
Legend
Arcane Tricksters multiclass well with wizards. Most of the rogue's upper level abilities are fairly lackluster, with a few exceptions (i.e. Slippery Mind). Your biggest loss comes from your sneak attack damage, a loss that will generally range from 1d6-4d6 depending on how deep you go into wizard (generally between 2 to 9 levels). But for what you lose in straight-up damage, you gain in added spell versatility and utility. If you go AT 12/Wiz 8, for example, then you still have as many ASIs as a full rogue. If you go the Bladesinger route, then you are looking at advantage on your Acrobatics checks, a bonus 10 feet on your mobility and Dash, a bonus to Int on your AC and concentration, plus the option of an extra attack for landing your sneak attacks.
Dipping into wizard is also feasible for the AT before 5th level too. Going 2 levels of wizard right after AT 3 nets the character more than the equivalent of a feat, 1d6 sneak attack, and uncanny dodge: you boost your casting (3rd level full caster as opposed to 1 2/3 caster), you gain more wizard cantrips and spells outside of the AT's limited selection (magic initiate feat!), you gain a wizard's ritual casting (the ritual casting feat!), arcane recovery, plus the 2nd level arcane tradition feature (see what you gain with bladesinger above). With uncanny dodge you can use your reaction to halve-damage, or you can use your spells and bladesinging to avoid damage entirely. You'll get uncanny dodge eventually, so no sweat.
Dipping into wizard is also feasible for the AT before 5th level too. Going 2 levels of wizard right after AT 3 nets the character more than the equivalent of a feat, 1d6 sneak attack, and uncanny dodge: you boost your casting (3rd level full caster as opposed to 1 2/3 caster), you gain more wizard cantrips and spells outside of the AT's limited selection (magic initiate feat!), you gain a wizard's ritual casting (the ritual casting feat!), arcane recovery, plus the 2nd level arcane tradition feature (see what you gain with bladesinger above). With uncanny dodge you can use your reaction to halve-damage, or you can use your spells and bladesinging to avoid damage entirely. You'll get uncanny dodge eventually, so no sweat.