I haven't played D&D in a long time but am joining the campaign that is starting up fairly soon. I will be playing a High Elf rogue who will choose the Arcane Trickster subclass at level 3. Over the past month or so I have been inundating myself with information to get up to speed on 5e in general and the rogue class specifically. At this point I have a good handle on how to build a rogue/Arcane Trickster, what cantrips/spells are 'best' for the class, et al. What I am looking for is information that plays a little more in the margins.
For example:
—I am definitely going to choose Stealth as one of my Expertise options. My DM suggested Thieves' Tools would be a good choice for the second one. Obviously since the DM said it she may be tipping me off that it is really important in her campaigns, but she might have just said it because it just seems natural to her that a rogue would make that choice. My character is loaded with skills between being a rogue, a High Elf, and having two backgrounds (Criminal and a custom background granted by the DM as a result of the character's backstory). Given that, I will act as the 'skill monkey' (just learned that term in my research :)) of the party. While double proficiency bonus in Thieves' tools would be nice, would I be better off using it on something like Perception, Insight, or Investigation and just having regular proficiency in Thieves' tools?
—What standard equipment is particularly helpful to a rogue besides the glaringly obvious things? IE, I was watching a video that suggested it is a good idea to carry some sand and/or flour to be able to spread on the ground to possibly detect an invisible creature if one is suspected to be around; ball bearings can be used for things like rolling down a hall to see if it sets off a trap, or dropping one down a hole to listen & get an idea how deep the hole is; a 10 foot pole to disarm traps (though I can not fathom carrying a 10 foot pole around all the time simply for that reason). These are the types ideas I am looking for. Just marginal things that may make a difference here and there.
If anyone has any input regarding these things or anything along these lines it is much appreciated. I can provide more info about the character's abilities/skills too if needed, just ask.
In the rogues I have built, I usually put my expertise in thieves tools and stealth. I've not played one of them, but the rogue in my party hasn't actually used her thieves tools on a regular basis. She didn't even /have/ theives tools until recently when I gave her the theives tools I had on my bardlock to open a lock.
I can't say that i know what your DM has planned, but the thought that it's suggested by your DM because it's logical makes sense to me. That's how I came to the same conclusion for the rogues I have put together, not stopping to think about just how often I would use that expertise. Now that you mention it and I think about my party's rogue...I'd probably go a different route.
The other ideas that you put out there...thats some old school stuff there. I haven't seen a 10 foot pole used for checking for traps in over 20 years. For pits, usually my group just casts light on a rock and drops it. I'm also in the habit of carrying a grappling hook and rope from my 2e days...and do not think I have ever used them in either 4 or 5e. Same with a hammer and pitons. Flour? That is an old school sounding trick that I haven't seen before, and may have used it a few times had I thought of it. Usually though, I drop faerie fire in the area that I think an invis creature may be hiding. Very rarely have I found a need for something not in the generic explorer's pack in 5e. A small mirror might be useful for attempting to see around a corner without sticking my head out. I was recently wishing I had one for that reason.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I think take burglars pack. Includes stuff you need. And why do you have two backgrounds? That DM is nice, but I would just make a custom background that's a blend of criminal and whatever yours is. Thieves tools is fine, but having perception is good if you like being ahead of the game.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
When Dms do things like that they throw the balance of the game out of wack. Not much of a challenge when all players have super hero powers and skills everywhere. You get what 8- 10 skills to start? Lol
Expertise options somewhat depend on what you expect your character will get up to.
Mechanically, many of the skills are very good with expertise. If we are talking about core rogue skills, stealth and thieves Tools are pretty integral. Other good options are: investigation (you have to FIND the trap first), perception (seeing creatures that try to sneak up on you or finding extra detail in every encounter), athletics/or/acrobatics (helps you maneuver by climbing, swimming as well as escaping grapples), deception (because eventually all rogue's get caught and lies are always the answer), sleight of hand (the five finger discount is the best discount, until you get caught).
As for other items, consider: grinding glass to a powder (to throw in your enemy's face), acid (for more face throwing as well as helping disarm traps, weaken iron bars), a grappling hook (helpful in climbing as well as a NASTY improvised weapon if your DM plays ball), rope (101 uses, one of my favorites being to lasso an enemy, tie the other end to a horse's saddle and slap that pony), poisons (because honor is for chumps), shovel (because sometimes the answer is to go under, not over, and how else will you make a pit filled with spikes you smeared poop on?), crowbar (because a bit of leverage is sometimes all you need), wax (copy the key instead of steal it, plug your ears for the banshees wail, make a rudimentary seal to see if someone followed you into the room, so many things).... lots of tips and tricks. Main thing to consider is how eccentric your dm will let players get.
If you're going AT, melee cantrips mean combat stealth isn't really practical. Outside of combat, stealth expertise is only really useful if you're operating separately from your party, which may be fun for your group, but it hasn't been for most groups I've played with.
For thieves' tools, I've rarely had a time when the difference between proficiency and expertise was relevant for locks as you can usually just try again if no one's out to get you. Also, DMs tend to set the DC for locks based on the rogue's skill bonus, so it doesn't matter what your bonus is, you need the same number on the die. As for traps, they suffer the same problem for DCs so we usually break them with cantrips or ingenuity rather than risking getting hit by them.
With those factors in mind, I'd suggest perception and/or investigation, depending on how your DM uses them. Perception is useful to have high on every character in my experience, since it will determine whether you get surprised, both while adventuring and while standing watch. Since you're likely to be the one dealing with traps, it makes sense for you to be the one spotting them as well. Also, both skills are based on stats that tend to be lower, meaning the extra bonus is even more welcome.
Very rarely have I found a need for something not in the generic explorer's pack in 5e. A small mirror might be useful for attempting to see around a corner without sticking my head out. I was recently wishing I had one for that reason.
Thieves' tools includes a small mirror for this purpose.
As for other items, consider: grinding glass to a powder (to throw in your enemy's face), acid (for more face throwing as well as helping disarm traps, weaken iron bars), a grappling hook (helpful in climbing as well as a NASTY improvised weapon if your DM plays ball), rope (101 uses, one of my favorites being to lasso an enemy, tie the other end to a horse's saddle and slap that pony), poisons (because honor is for chumps), shovel (because sometimes the answer is to go under, not over, and how else will you make a pit filled with spikes you smeared poop on?), crowbar (because a bit of leverage is sometimes all you need), wax (copy the key instead of steal it, plug your ears for the banshees wail, make a rudimentary seal to see if someone followed you into the room, so many things).... lots of tips and tricks. Main thing to consider is how eccentric your dm will let players get.
This. Having a bag of holding full of various tricks can let you get the upper hand on almost anything. I'll add: Alchemist's Fire (face throwing and quick arson), caltrops (instatrap), and ink (face throwing, forging documents, marking walls in a dungeon).
Rollback Post to RevisionRollBack
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
If you're going AT, melee cantrips mean combat stealth isn't really practical. Outside of combat, stealth expertise is only really useful if you're operating separately from your party, which may be fun for your group, but it hasn't been for most groups I've played with.
For thieves' tools, I've rarely had a time when the difference between proficiency and expertise was relevant for locks as you can usually just try again if no one's out to get you. Also, DMs tend to set the DC for locks based on the rogue's skill bonus, so it doesn't matter what your bonus is, you need the same number on the die. As for traps, they suffer the same problem for DCs so we usually break them with cantrips or ingenuity rather than risking getting hit by them.
With those factors in mind, I'd suggest perception and/or investigation, depending on how your DM uses them. Perception is useful to have high on every character in my experience, since it will determine whether you get surprised, both while adventuring and while standing watch. Since you're likely to be the one dealing with traps, it makes sense for you to be the one spotting them as well. Also, both skills are based on stats that tend to be lower, meaning the extra bonus is even more welcome.
Very rarely have I found a need for something not in the generic explorer's pack in 5e. A small mirror might be useful for attempting to see around a corner without sticking my head out. I was recently wishing I had one for that reason.
Thieves' tools includes a small mirror for this purpose.
This is what I get for not reading the fine print.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Caltrops are fun. Pretty high Dex Save DC for level levels and you can use them to apply injury poisons since they do cause 1 point of piercing damage.
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I haven't played D&D in a long time but am joining the campaign that is starting up fairly soon. I will be playing a High Elf rogue who will choose the Arcane Trickster subclass at level 3. Over the past month or so I have been inundating myself with information to get up to speed on 5e in general and the rogue class specifically. At this point I have a good handle on how to build a rogue/Arcane Trickster, what cantrips/spells are 'best' for the class, et al. What I am looking for is information that plays a little more in the margins.
For example:
—I am definitely going to choose Stealth as one of my Expertise options. My DM suggested Thieves' Tools would be a good choice for the second one. Obviously since the DM said it she may be tipping me off that it is really important in her campaigns, but she might have just said it because it just seems natural to her that a rogue would make that choice. My character is loaded with skills between being a rogue, a High Elf, and having two backgrounds (Criminal and a custom background granted by the DM as a result of the character's backstory). Given that, I will act as the 'skill monkey' (just learned that term in my research :)) of the party. While double proficiency bonus in Thieves' tools would be nice, would I be better off using it on something like Perception, Insight, or Investigation and just having regular proficiency in Thieves' tools?
—What standard equipment is particularly helpful to a rogue besides the glaringly obvious things? IE, I was watching a video that suggested it is a good idea to carry some sand and/or flour to be able to spread on the ground to possibly detect an invisible creature if one is suspected to be around; ball bearings can be used for things like rolling down a hall to see if it sets off a trap, or dropping one down a hole to listen & get an idea how deep the hole is; a 10 foot pole to disarm traps (though I can not fathom carrying a 10 foot pole around all the time simply for that reason). These are the types ideas I am looking for. Just marginal things that may make a difference here and there.
If anyone has any input regarding these things or anything along these lines it is much appreciated. I can provide more info about the character's abilities/skills too if needed, just ask.
In the rogues I have built, I usually put my expertise in thieves tools and stealth. I've not played one of them, but the rogue in my party hasn't actually used her thieves tools on a regular basis. She didn't even /have/ theives tools until recently when I gave her the theives tools I had on my bardlock to open a lock.
I can't say that i know what your DM has planned, but the thought that it's suggested by your DM because it's logical makes sense to me. That's how I came to the same conclusion for the rogues I have put together, not stopping to think about just how often I would use that expertise. Now that you mention it and I think about my party's rogue...I'd probably go a different route.
The other ideas that you put out there...thats some old school stuff there. I haven't seen a 10 foot pole used for checking for traps in over 20 years. For pits, usually my group just casts light on a rock and drops it. I'm also in the habit of carrying a grappling hook and rope from my 2e days...and do not think I have ever used them in either 4 or 5e. Same with a hammer and pitons. Flour? That is an old school sounding trick that I haven't seen before, and may have used it a few times had I thought of it. Usually though, I drop faerie fire in the area that I think an invis creature may be hiding. Very rarely have I found a need for something not in the generic explorer's pack in 5e. A small mirror might be useful for attempting to see around a corner without sticking my head out. I was recently wishing I had one for that reason.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I think take burglars pack. Includes stuff you need. And why do you have two backgrounds? That DM is nice, but I would just make a custom background that's a blend of criminal and whatever yours is. Thieves tools is fine, but having perception is good if you like being ahead of the game.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
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When Dms do things like that they throw the balance of the game out of wack. Not much of a challenge when all players have super hero powers and skills everywhere. You get what 8- 10 skills to start? Lol
Expertise options somewhat depend on what you expect your character will get up to.
Mechanically, many of the skills are very good with expertise. If we are talking about core rogue skills, stealth and thieves Tools are pretty integral. Other good options are: investigation (you have to FIND the trap first), perception (seeing creatures that try to sneak up on you or finding extra detail in every encounter), athletics/or/acrobatics (helps you maneuver by climbing, swimming as well as escaping grapples), deception (because eventually all rogue's get caught and lies are always the answer), sleight of hand (the five finger discount is the best discount, until you get caught).
As for other items, consider: grinding glass to a powder (to throw in your enemy's face), acid (for more face throwing as well as helping disarm traps, weaken iron bars), a grappling hook (helpful in climbing as well as a NASTY improvised weapon if your DM plays ball), rope (101 uses, one of my favorites being to lasso an enemy, tie the other end to a horse's saddle and slap that pony), poisons (because honor is for chumps), shovel (because sometimes the answer is to go under, not over, and how else will you make a pit filled with spikes you smeared poop on?), crowbar (because a bit of leverage is sometimes all you need), wax (copy the key instead of steal it, plug your ears for the banshees wail, make a rudimentary seal to see if someone followed you into the room, so many things).... lots of tips and tricks. Main thing to consider is how eccentric your dm will let players get.
If you're going AT, melee cantrips mean combat stealth isn't really practical. Outside of combat, stealth expertise is only really useful if you're operating separately from your party, which may be fun for your group, but it hasn't been for most groups I've played with.
For thieves' tools, I've rarely had a time when the difference between proficiency and expertise was relevant for locks as you can usually just try again if no one's out to get you. Also, DMs tend to set the DC for locks based on the rogue's skill bonus, so it doesn't matter what your bonus is, you need the same number on the die. As for traps, they suffer the same problem for DCs so we usually break them with cantrips or ingenuity rather than risking getting hit by them.
With those factors in mind, I'd suggest perception and/or investigation, depending on how your DM uses them. Perception is useful to have high on every character in my experience, since it will determine whether you get surprised, both while adventuring and while standing watch. Since you're likely to be the one dealing with traps, it makes sense for you to be the one spotting them as well. Also, both skills are based on stats that tend to be lower, meaning the extra bonus is even more welcome.
edit:
Thieves' tools includes a small mirror for this purpose.
This. Having a bag of holding full of various tricks can let you get the upper hand on almost anything. I'll add: Alchemist's Fire (face throwing and quick arson), caltrops (instatrap), and ink (face throwing, forging documents, marking walls in a dungeon).
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
This is what I get for not reading the fine print.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Caltrops are fun. Pretty high Dex Save DC for level levels and you can use them to apply injury poisons since they do cause 1 point of piercing damage.