Not really. What magic items are available depends very much on the DM. Some will have "magic shops" where you can buy items but the selection is usually limited, other have no magic shops and the only magic items you get are those you find on your adventures are are given by NPCs for do them a great service. There are only two official items that can increase your Dex that I am aware of both of these increase your dex by 2 and both qould be considered quite "high end" items so you would be unlikely to get suxh an item for quite somne time, certain well past your first ASI at level 4. Unless your DM has promised you magic item to increase dex early on I wouldn't build your character on the expectation of getting one.
Yes, I used the Standard Array for my starting DEX, but my race is Tiefling? It gives me bonuses in INT and CHA which I think are useful and would help me being Swashbuckler or, to a slightly lesser degree, AT. Okay, I will get rid of the sickles, and get some silken rope and chalk. Anything else? Yeah, not sure we have many "face of the party" characters, and as you say, I sound kind of bardic so Swashbuckler looks quite fun and has good feats. Price range, is about 22GP without sickles or 24GP I can't quite remember.
Ask your GM if you can use the Tasha's Cauldron of Everything rules to move your Tiefling racial stat mods around - that rulebook basically just says "with GM consent, you can apply your racial mods to any stat, provided you don't stack them". That would let you move a +2 or a +1 to Dex.
Whether the answer is yes or no, also ask about the Sword Coast Adventurer's Guide, which is one of several sources of Tiefling subraces (along with Mordenkainen's Tome of Foes and an Unearthed Arcana, but many GMs - including every GM I've ever played under - ban UA content). With SCAG alone, you can be a Feral Tiefling for +2 Dex and probably Wings (Feral Winged Tieflings were widely considered one of the best races for anyone interested in Dex/Int pre-Tasha's, and they're even better now). Note that being Winged will immediately, dramatically alter the utility of your silk rope, since you can fly it to where it needs to be, tie it off, and dangle it down for your party members.
From MTOF, the Bloodlines of Dispater and Glasya also have Dex bonuses, and you may like their racial spells.
Shopping for a Rogue is complicated - there are many things you will often want to buy. You have studded leather, so the ideal weapons to consider, in general (assuming no extra proficiencies), are light crossbows, shortswords (for two weapon fighting), rapiers (for melee), daggers (for mixing two weapon fighting with throwing), and darts (for just throwing - this can come up if your other hand is very busy, like if you found a way to be proficient in shields; darts are cheaper than daggers, but can't be used for two weapon fighting). If you swap out your shortbow for a light crossbow, don't forget to also swap your quiver and arrows for a bolt case and bolts. The other weapons listed above are generally assumed to come with a scabbard, and your outfit is assumed to come with belts.
After that, the number of items you can credibly use is not only dizzying, it's GM dependent (Can you Sneak Attack with vials of acid and holy water? Ask your GM!). Here are some important highlights:
If you picked up any important toolkits from your background, like poisoner's kit, forgery kit, disguise kit, herbalism kit, or alchemist's supplies, you'll probably want to buy such a kit.
A magnifying glass can be clutch for investigating a lock for traps. You're also probably the party scout, so a spyglass might be useful, but spyglasses don't have wording that makes them any better at letting you look at things until your GM provides a house rule. I generally don't buy a spyglass unless/until the GM gives me a reason to.
Odds are great no one in the party has Medicine proficiency, so you might want to consider healer's kits.
We already discussed rope and chalk.
Several items from or inspired by the burglar's pack are particularly compelling on someone who's good at hiding: ball bearings, caltrops, oil, and a tinderbox. String is also great, but you'll need a GM ruling if you want to buy it outside of a burglar's pack. Naturally, the backpack itself is pretty great.
If the party is going to rough it - which is common and typical - you probably want a waterskin and rations. DnD absolutely does have rules for starving and dehydrating. There are also rules for going without sleep you want to avoid, but tents are heavy. Tents, bedrolls, blankets, etc may be best left for after the campaign has started, so you can buy them only if you need them.
Wow thanks, that's really helpful! I'll check up and see if I can mess around with my racial modifiers, but I have a feeling they might say no.
Healer's kits would be good, as we currently have a fighter, wizard, ranger, rogue and barbarian, and none of them have good healing stats. I can get the two kits I started with from my background which were forgery and disguise kits.
Ah okay then maybe I will change race or see if I can use TCOE
Yes, I have asked my GM and they said probably yes, but I would have to show them what it is.
What parts are especially useful in TCOE? I have it as a PDF and found it on anyflip, so have easy access.
Page 7 covers no longer locking stat bonuses, languages, and proficiencies to race, giving you more creative freedom, such as moving your bonuses to Dex or not knowing Infernal.
Page 62 gives you a new ability at level 3 which is primarily useful for non-Swashbucklers to guarantee Sneak Attack is legal, but all rogues get it. Then two Rogue subclasses are introduced, Phantom and Soulknife, you might want to consider.
Page 79 starts introducing some feats. Feats of particularly likely interest to you are Fey Touched, Shadow Touched, Skill Expert, and Telekinetic. Less interesting imho but you might disagree are Piercer and Telepathic.
Page 105 starts introducing (and in some cases, modifying) some spells an Arcane Trickster might be keen on, especially Booming Blade.
If you're interested in playing a Tiefling, I also suggest asking your GM about MTOF and SCAG, for access to subraces.
Okay so for Sword Coast Adventurer's Guide, should I have wings or Infernal Legacy? I think overall for a Rogue wings would be very useful. And my stats are 8 strength, 14 constitution, 15 dexterity, 12 intelligence, 12 wisdom, 14 charisma. So, if I switched the +1 to Dexterity that's 16 and +3 modifier.
Okay so for Sword Coast Adventurer's Guide, should I have wings or Infernal Legacy? I think overall for a Rogue wings would be very useful. And my stats are 8 strength, 14 constitution, 15 dexterity, 12 intelligence, 12 wisdom, 14 charisma. So, if I switched the +1 to Dexterity that's 16 and +3 modifier.
Unquestionably Wings. I believe SCAG had an errata, let me check... yes, Tiefling Wings don't work in heavy armor. But 100% yes, the wings are ideal for a rogue.
MTOF's subraces mixed with TCOE amount to different spell lists for Infernal Legacy - for example, I mentioned Glasya. I think Wings are so good no spell list can compete with them, but Glasya is undeniably neat and interesting on a rogue.
Ah okay then maybe I will change race or see if I can use TCOE
Yes, I have asked my GM and they said probably yes, but I would have to show them what it is.
What parts are especially useful in TCOE? I have it as a PDF and found it on anyflip, so have easy access.
Page 7 covers no longer locking stat bonuses, languages, and proficiencies to race, giving you more creative freedom, such as moving your bonuses to Dex or not knowing Infernal.
Page 62 gives you a new ability at level 3 which is primarily useful for non-Swashbucklers to guarantee Sneak Attack is legal, but all rogues get it. Then two Rogue subclasses are introduced, Phantom and Soulknife, you might want to consider.
Page 79 starts introducing some feats. Feats of particularly likely interest to you are Fey Touched, Shadow Touched, Skill Expert, and Telekinetic. Less interesting imho but you might disagree are Piercer and Telepathic.
Page 105 starts introducing (and in some cases, modifying) some spells an Arcane Trickster might be keen on, especially Booming Blade.
If you're interested in playing a Tiefling, I also suggest asking your GM about MTOF and SCAG, for access to subraces.
Yep, okay I'll check out the extra feats, and new abilities at level 3. I have also looked at SCAG and think I will have wings instead of Infernal Legacy? I might alter my appearance slightly because that is interesting.
Okay so with the Modifier switching,
8 strength
16 Dexterity
14 constitution
11 intelligence
12 wisdom
14 charisma
Is 11 intelligence okay? I'll probably choose Swashbuckler or something similar once I look at the new archetypes. 12 wisdom okay? I think everything else is good, and that also means I now have a 5 ATK Bonus on all of the weapons I am using, so having 8 Strength doesn't seem that bad anyway, but that would be a large increase in damage.
Wait, where is the int 11 coming from? 15/14/13/12/10/8 with a +2 and a +1 doesn't allow for a 16 and an 11 without also forcing a 15 and a 13. I don't know how you did that. I recommend this:
DEX 17 (15+2)
CON 14
CHA 14 (13+1)
WIS 12
INT 10
STR 8
The above gives you the spread you seem to be after (which is 100% fine and good for a rogue) and leaves you with Dex 17 for a feat at level 4 that includes +1 Dex. If you want a +1 feat that puts the modifier somewhere else, some juggling will be required. With Standard Array, you can only juggle so much, so it's fine to let the +1 do functionally nothing for you for now - and there's always the Skill Expert feat, which is an excellent way to get +1 to whatever, including Dex.
Okay thanks for all the help you seem like a lovely person! I will probably have a higher charisma. Sweet, wings are very cool and I think could be incredibly useful as you say.
Okay thanks for all the help you seem like a lovely person! I will probably have a higher charisma. Sweet, wings are very cool and I think could be incredibly useful as you say.
Shadow Touched is pretty crazy! Not sure how to RP it; being genuinely connected to the Shadowfell can be a very unpleasant experience for most mortals.
edit: make sure to run the wings trait by your DM. Flying races are generally considered absolutely broken. Especially on a rogue!
Wait, where is the int 11 coming from? 15/14/13/12/10/8 with a +2 and a +1 doesn't allow for a 16 and an 11 without also forcing a 15 and a 13. I don't know how you did that. I recommend this:
DEX 17 (15+2)
CON 14
CHA 14 (13+1)
WIS 12
INT 10
STR 8
The above gives you the spread you seem to be after (which is 100% fine and good for a rogue) and leaves you with Dex 17 for a feat at level 4 that includes +1 Dex. If you want a +1 feat that puts the modifier somewhere else, some juggling will be required. With Standard Array, you can only juggle so much, so it's fine to let the +1 do functionally nothing for you for now - and there's always the Skill Expert feat, which is an excellent way to get +1 to whatever, including Dex.
I think I might have screwed my counting a bit when switching my modifers, so thank you. 10 Int is obviously bang average, and is fine, but I would like it slightly higher - however if it doesn't matter okay. 17 Dex is nice.
Shadow Touched is pretty crazy! Not sure how to RP it; being genuinely connected to the Shadowfell can be a very unpleasant experience for most mortals.
edit: make sure to run the wings trait by your DM. Flying races are generally considered absolutely broken. Especially on a rogue!
Yeah, I'm shocked at how cool and slightly OP it is! Yes, I have asked about using the books, and will update them about my current extra choices and see what they say.
You only need a +1 To Dex to get a +3 modifier which opens up other classes such as human and half elf, but not tiefling.
Yes, but I can boost my dex with things I can buy right? So what could I purchase to increase my dex whilst being a Tiefling?
Not really. What magic items are available depends very much on the DM. Some will have "magic shops" where you can buy items but the selection is usually limited, other have no magic shops and the only magic items you get are those you find on your adventures are are given by NPCs for do them a great service. There are only two official items that can increase your Dex that I am aware of both of these increase your dex by 2 and both qould be considered quite "high end" items so you would be unlikely to get suxh an item for quite somne time, certain well past your first ASI at level 4. Unless your DM has promised you magic item to increase dex early on I wouldn't build your character on the expectation of getting one.
Ask your GM if you can use the Tasha's Cauldron of Everything rules to move your Tiefling racial stat mods around - that rulebook basically just says "with GM consent, you can apply your racial mods to any stat, provided you don't stack them". That would let you move a +2 or a +1 to Dex.
Whether the answer is yes or no, also ask about the Sword Coast Adventurer's Guide, which is one of several sources of Tiefling subraces (along with Mordenkainen's Tome of Foes and an Unearthed Arcana, but many GMs - including every GM I've ever played under - ban UA content). With SCAG alone, you can be a Feral Tiefling for +2 Dex and probably Wings (Feral Winged Tieflings were widely considered one of the best races for anyone interested in Dex/Int pre-Tasha's, and they're even better now). Note that being Winged will immediately, dramatically alter the utility of your silk rope, since you can fly it to where it needs to be, tie it off, and dangle it down for your party members.
From MTOF, the Bloodlines of Dispater and Glasya also have Dex bonuses, and you may like their racial spells.
Shopping for a Rogue is complicated - there are many things you will often want to buy. You have studded leather, so the ideal weapons to consider, in general (assuming no extra proficiencies), are light crossbows, shortswords (for two weapon fighting), rapiers (for melee), daggers (for mixing two weapon fighting with throwing), and darts (for just throwing - this can come up if your other hand is very busy, like if you found a way to be proficient in shields; darts are cheaper than daggers, but can't be used for two weapon fighting). If you swap out your shortbow for a light crossbow, don't forget to also swap your quiver and arrows for a bolt case and bolts. The other weapons listed above are generally assumed to come with a scabbard, and your outfit is assumed to come with belts.
After that, the number of items you can credibly use is not only dizzying, it's GM dependent (Can you Sneak Attack with vials of acid and holy water? Ask your GM!). Here are some important highlights:
Wow thanks, that's really helpful! I'll check up and see if I can mess around with my racial modifiers, but I have a feeling they might say no.
Healer's kits would be good, as we currently have a fighter, wizard, ranger, rogue and barbarian, and none of them have good healing stats. I can get the two kits I started with from my background which were forgery and disguise kits.
Ah okay then maybe I will change race or see if I can use TCOE
Yes, I have asked my GM and they said probably yes, but I would have to show them what it is.
What parts are especially useful in TCOE? I have it as a PDF and found it on anyflip, so have easy access.
If you're interested in playing a Tiefling, I also suggest asking your GM about MTOF and SCAG, for access to subraces.
Okay so for Sword Coast Adventurer's Guide, should I have wings or Infernal Legacy? I think overall for a Rogue wings would be very useful. And my stats are 8 strength, 14 constitution, 15 dexterity, 12 intelligence, 12 wisdom, 14 charisma. So, if I switched the +1 to Dexterity that's 16 and +3 modifier.
Unquestionably Wings. I believe SCAG had an errata, let me check... yes, Tiefling Wings don't work in heavy armor. But 100% yes, the wings are ideal for a rogue.
MTOF's subraces mixed with TCOE amount to different spell lists for Infernal Legacy - for example, I mentioned Glasya. I think Wings are so good no spell list can compete with them, but Glasya is undeniably neat and interesting on a rogue.
Yep, okay I'll check out the extra feats, and new abilities at level 3. I have also looked at SCAG and think I will have wings instead of Infernal Legacy? I might alter my appearance slightly because that is interesting.
Okay so with the Modifier switching,
8 strength
16 Dexterity
14 constitution
11 intelligence
12 wisdom
14 charisma
Is 11 intelligence okay? I'll probably choose Swashbuckler or something similar once I look at the new archetypes. 12 wisdom okay? I think everything else is good, and that also means I now have a 5 ATK Bonus on all of the weapons I am using, so having 8 Strength doesn't seem that bad anyway, but that would be a large increase in damage.
Any feedback?
Wait, where is the int 11 coming from? 15/14/13/12/10/8 with a +2 and a +1 doesn't allow for a 16 and an 11 without also forcing a 15 and a 13. I don't know how you did that. I recommend this:
DEX 17 (15+2)
CON 14
CHA 14 (13+1)
WIS 12
INT 10
STR 8
The above gives you the spread you seem to be after (which is 100% fine and good for a rogue) and leaves you with Dex 17 for a feat at level 4 that includes +1 Dex. If you want a +1 feat that puts the modifier somewhere else, some juggling will be required. With Standard Array, you can only juggle so much, so it's fine to let the +1 do functionally nothing for you for now - and there's always the Skill Expert feat, which is an excellent way to get +1 to whatever, including Dex.
Okay thanks for all the help you seem like a lovely person! I will probably have a higher charisma. Sweet, wings are very cool and I think could be incredibly useful as you say.
Happy to help!
I think Fey and Shadow Touched interest me the most, so if I can choose it'll be one of them.
Shadow Touched is pretty crazy! Not sure how to RP it; being genuinely connected to the Shadowfell can be a very unpleasant experience for most mortals.
edit: make sure to run the wings trait by your DM. Flying races are generally considered absolutely broken. Especially on a rogue!
I think I might have screwed my counting a bit when switching my modifers, so thank you. 10 Int is obviously bang average, and is fine, but I would like it slightly higher - however if it doesn't matter okay. 17 Dex is nice.
Yeah, I'm shocked at how cool and slightly OP it is! Yes, I have asked about using the books, and will update them about my current extra choices and see what they say.
:) I followed you too.
I think it’s already been said, but you got a great attitude for a new player and make sure you come back and tell us how your first sessions went!