Wings at low levels trivialise many of the challenges set before the party and many DMs consider it too powerful. The fly spell for example is a 3rd level spell to give a creature flight for 10 minutes, this means if a party are reliant on spells to fly they don't get the abilty until they reach level 5 and even then is a significant drain on resources.
If you ask for this be careful how you do, you asked your DM if you could use the abilty to change racial modifiers in Tasha's and they said " Yes, I have asked my GM and they said probably yes, but I would have to show them what it is." If you go back to them and say this is what it says in Tasha's about changing stats and I also want the abilty to get advantage for an attack if I don't move and I found another book that gives me flight they are very likely to say no to everything.
I wouldn't be greedy stick with a standard Tiefling and just change your stats to Dex 15+2, Cha 14, Con 13+1, Wis 12 and your 8 and 10 in Int and Str (in either order, I woiuld tend to favor strength as you can jump over 10 ft gaps and encumberance can be less of an issue and str saves are more frequent than intelligence, intelligence of 8 does not necessarily mean stupid just unlearned)
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!
That's so kind of you! Thank you very much! I will definitely do so, but it will be in a week or so, so I imagine I'll be posting a fair bit on here! I've followed you too. ;)
Strength vs Intelligence is always a big concern for a rogue - Strength for mobility and more things in your pockets, or Intelligence for Investigate checks? Both are things people count on the Rogue for. I won't argue with any Rogue picking either for 10 and the other for 8.
INT is also the Rogue’s secondary saving throw; and trust me, you REALLY wanna pass anything requiring you to make an INT saving throw. They are rare but liiiiiiiike
Wings at low levels trivialise many of the challenges set before the party and many DMs consider it too powerful. The fly spell for example is a 3rd level spell to give a creature flight for 10 minutes, this means if a party are reliant on spells to fly they don't get the abilty until they reach level 5 and even then is a significant drain on resources.
If you ask for this be careful how you do, you asked your DM if you could use the abilty to change racial modifiers in Tasha's and they said " Yes, I have asked my GM and they said probably yes, but I would have to show them what it is." If you go back to them and say this is what it says in Tasha's about changing stats and I also want the abilty to get advantage for an attack if I don't move and I found another book that gives me flight they are very likely to say no to everything.
I wouldn't be greedy stick with a standard Tiefling and just change your stats to Dex 15+2, Cha 14, Con 13+1, Wis 12 and your 8 and 10 in Int and Str (in either order, I woiuld tend to favor strength as you can jump over 10 ft gaps and encumberance can be less of an issue and str saves are more frequent than intelligence, intelligence of 8 does not necessarily mean stupid just unlearned)
Yes, that is an excellent point, and I don't think many of the players in our group have gone into as much detail as I have. I have a good relationship with our DM though, so they shouldn't be too annoyed with me 😅. The stats are good, I wanted decent INT, but again you have a good point.
I think Fey and Shadow Touched interest me the most, so if I can choose it'll be one of them.
This would be a good reason to drop Dex and Raise Cha, so Dex 16 Cha 15 - that way when you take the feat, you go to Cha 16. Both feats are very good.
Ah okay, soo +1 to DEX (15) and +2 to CHA (13) and then a 14 for constitution, 12 for intelligence, 10 wisdom, 8 strength? Not sure about the last 3 but that seems alright?
Don't worry about a 17 dex to start if you aren't going with a feat to get it to 18. There is no difference between a 16 and 17 mechanically, just the difference between using a full +2 ASI and splitting the ASI +1 dex, +1 something else or for a feat. The 17 would be your only odd number, which would mean that you would have to choose a feat like skill expert (not skilled, as that's a different feat) or piercer that grant a +1 to dex to see any immediate benefit to your ability modifiers with a feat. If you chose Shadow Touched, you could add a point to wisdom, charisma, or intelligence, all of which are even. You would have to be happy with the ability modifier not doing anything for you until level 8 when you could take your ASI as +1 dex/+1 cha (or possibly wis or int, but the lowest three abilities aren't commonly increased). At that point, you would have 18 dex and 16 cha. On the other hand, you could start 16 dex, 15 cha, get Shadow touched, and then add a +2 dex at 8 to get back at the same 18/16 while benefiting from a +3 charisma modifier for 4 levels. Granted, you could take the +1 dex/+1 cha at 4 and shadow touched at 8 and benefit from the +4 dex for four levels before getting to the same 18/16 + shadow touched at 8. Basically, figure out which benefit you want the most for those 4 levels and plan accordingly so that you benefit the most from the scenario. Starting 17 dex is fine if you want shadow touched at 8 and a +4 dex from 4 onward, but 16 dex is better if you would rather have shadow touched at 4 and an 18/16 split at 8.
Finally, give consideration to the chef feat and the Inspiring Leader feat. Both offer "healing" options by providing temp HP. They can work in conjunction with each other if the treats from chef are consumed after the temp HP from Inspiring Leader are depleted, meaning that two characters can take 1 of the 2 to provide a significant boost to HP (particularly to the barbarian). They are pretty good feats, but may not fit your character concept well. Inspiring Leader is from the PHB and Chef is from Tasha's.
Don't worry about a 17 dex to start if you aren't going with a feat to get it to 18. There is no difference between a 16 and 17 mechanically, just the difference between using a full +2 ASI and splitting the ASI +1 dex, +1 something else or for a feat. The 17 would be your only odd number, which would mean that you would have to choose a feat like skill expert (not skilled, as that's a different feat) or piercer that grant a +1 to dex to see any immediate benefit to your ability modifiers with a feat. If you chose Shadow Touched, you could add a point to wisdom, charisma, or intelligence, all of which are even. You would have to be happy with the ability modifier not doing anything for you until level 8 when you could take your ASI as +1 dex/+1 cha (or possibly wis or int, but the lowest three abilities aren't commonly increased). At that point, you would have 18 dex and 16 cha. On the other hand, you could start 16 dex, 15 cha, get Shadow touched, and then add a +2 dex at 8 to get back at the same 18/16 while benefiting from a +3 charisma modifier for 4 levels. Granted, you could take the +1 dex/+1 cha at 4 and shadow touched at 8 and benefit from the +4 dex for four levels before getting to the same 18/16 + shadow touched at 8. Basically, figure out which benefit you want the most for those 4 levels and plan accordingly so that you benefit the most from the scenario. Starting 17 dex is fine if you want shadow touched at 8 and a +4 dex from 4 onward, but 16 dex is better if you would rather have shadow touched at 4 and an 18/16 split at 8.
Finally, give consideration to the chef feat and the Inspiring Leader feat. Both offer "healing" options by providing temp HP. They can work in conjunction with each other if the treats from chef are consumed after the temp HP from Inspiring Leader are depleted, meaning that two characters can take 1 of the 2 to provide a significant boost to HP (particularly to the barbarian). They are pretty good feats, but may not fit your character concept well. Inspiring Leader is from the PHB and Chef is from Tasha's.
Thank for all that information! I am slightly overwhelmed xD, sorry, but could you go into a little simpler detail?
Ah okay, soo +1 to DEX (15) and +2 to CHA (13) and then a 14 for constitution, 12 for intelligence, 10 wisdom, 8 strength? Not sure about the last 3 but that seems alright?
Yes. That's completely fine. Basically all I'm suggesting is that you plan your odd stat around the feat you plan you take at level 4.
If the other players are not looking into options as much as you that is another reason not to go too far in terms of optimisation. The other players will probably not noticeyou being a tiefling with a +3 dex modifier which isn't possibly using just PHB but they will notice you flying! For the game for be fun for everyone all the party need to have a chance to shine and if yuou are far more powerful than them, espeically if they were told to select a character using PHB rules and you were able ot get something far better is likely to make the game less fun for them.
If you do approach being a winged teifling with your DM make sure the attidude that comes over is "Someone told me about winged tieflings and I think it would really fit my character concept but am concerned it would make me more powerful than the other players" not "someone told me I should be a winged tiefling because it will make me really powerful". There are ways which the power could be balanced out, for example the DM could agree to give each of the other players a magic item not usually given out at low levels, a spellcaster could be given an iitem that allows the to cast an extra spell(s) a player without darkvision could be given night vision goggles etc. But the DM would have to be on board with this, having a powerful parety makes his job much more difficult to balance encounters to be a challenge but not so that someone gets instantly killed if the bad guy rolls a crit on his first attack.
If the other players are not looking into options as much as you that is another reason not to go too far in terms of optimisation. The other players will probably not noticeyou being a tiefling with a +3 dex modifier which isn't possibly using just PHB but they will notice you flying! For the game for be fun for everyone all the party need to have a chance to shine and if yuou are far more powerful than them, espeically if they were told to select a character using PHB rules and you were able ot get something far better is likely to make the game less fun for them.
If you do approach being a winged teifling with your DM make sure the attidude that comes over is "Someone told me about winged tieflings and I think it would really fit my character concept but am concerned it would make me more powerful than the other players" not "someone told me I should be a winged tiefling because it will make me really powerful". There are ways which the power could be balanced out, for example the DM could agree to give each of the other players a magic item not usually given out at low levels, a spellcaster could be given an iitem that allows the to cast an extra spell(s) a player without darkvision could be given night vision goggles etc. But the DM would have to be on board with this, having a powerful parety makes his job much more difficult to balance encounters to be a challenge but not so that someone gets instantly killed if the bad guy rolls a crit on his first attack.
Yes definitely, I agree. That could be cool, but as we're all new he might be reluctant to do that. So, wings and my changed modifiers, but then really we think no other added bits from the guide and cauldron? That seems fairer.
Yes definitely, I agree. That could be cool, but as we're all new he might be reluctant to do that. So, wings and my changed modifiers, but then really we think no other added bits from the guide and cauldron? That seems fairer.
Ask your GM. For example, if I were your GM, I'd absolutely let you have Steady Aim, and it's the Wings I would need to seriously consider if I'd allow or not. I think it's a bad idea to try to guess at your GM's idea of what's balanced - just run everything past your GM, and be prepared to accept and modify accordingly. For example, if your GM wants you to drop the Wings for Spells, ask if you can use the MTOF subraces.
Yes definitely, I agree. That could be cool, but as we're all new he might be reluctant to do that. So, wings and my changed modifiers, but then really we think no other added bits from the guide and cauldron? That seems fairer.
Ask your GM. For example, if I were your GM, I'd absolutely let you have Steady Aim, and it's the Wings I would need to seriously consider if I'd allow or not. I think it's a bad idea to try to guess at your GM's idea of what's balanced - just run everything past your GM, and be prepared to accept and modify accordingly. For example, if your GM wants you to drop the Wings for Spells, ask if you can use the MTOF subraces.
I could see that. I did email him earlier and said I wouldn't bother him for the rest of the holidays, so he might be marginally annoyed if I emailed him a long list of updates and changes. I could but he might not respond for a while.
Ah okay, soo +1 to DEX (15) and +2 to CHA (13) and then a 14 for constitution, 12 for intelligence, 10 wisdom, 8 strength? Not sure about the last 3 but that seems alright?
Yes. That's completely fine. Basically all I'm suggesting is that you plan your odd stat around the feat you plan you take at level 4.
This hits the majority of what I was saying, with the slight exception of saying that if you wanted to wait until 8 to take a feat that gave a bonus to ability scores, then a 17 dex wouldn't be bad if you wanted to take +1/+1 at 4.
Wings at low levels trivialise many of the challenges set before the party and many DMs consider it too powerful. The fly spell for example is a 3rd level spell to give a creature flight for 10 minutes, this means if a party are reliant on spells to fly they don't get the abilty until they reach level 5 and even then is a significant drain on resources.
If you ask for this be careful how you do, you asked your DM if you could use the abilty to change racial modifiers in Tasha's and they said " Yes, I have asked my GM and they said probably yes, but I would have to show them what it is." If you go back to them and say this is what it says in Tasha's about changing stats and I also want the abilty to get advantage for an attack if I don't move and I found another book that gives me flight they are very likely to say no to everything.
I wouldn't be greedy stick with a standard Tiefling and just change your stats to Dex 15+2, Cha 14, Con 13+1, Wis 12 and your 8 and 10 in Int and Str (in either order, I woiuld tend to favor strength as you can jump over 10 ft gaps and encumberance can be less of an issue and str saves are more frequent than intelligence, intelligence of 8 does not necessarily mean stupid just unlearned)
That's so kind of you! Thank you very much! I will definitely do so, but it will be in a week or so, so I imagine I'll be posting a fair bit on here! I've followed you too. ;)
Strength vs Intelligence is always a big concern for a rogue - Strength for mobility and more things in your pockets, or Intelligence for Investigate checks? Both are things people count on the Rogue for. I won't argue with any Rogue picking either for 10 and the other for 8.
Okay, I'll use the 10 INT I think.
INT is also the Rogue’s secondary saving throw; and trust me, you REALLY wanna pass anything requiring you to make an INT saving throw. They are rare but liiiiiiiike
shivers
Yes, that is an excellent point, and I don't think many of the players in our group have gone into as much detail as I have. I have a good relationship with our DM though, so they shouldn't be too annoyed with me 😅. The stats are good, I wanted decent INT, but again you have a good point.
This would be a good reason to drop Dex and Raise Cha, so Dex 16 Cha 15 - that way when you take the feat, you go to Cha 16. Both feats are very good.
Ah okay, soo +1 to DEX (15) and +2 to CHA (13) and then a 14 for constitution, 12 for intelligence, 10 wisdom, 8 strength? Not sure about the last 3 but that seems alright?
Don't worry about a 17 dex to start if you aren't going with a feat to get it to 18. There is no difference between a 16 and 17 mechanically, just the difference between using a full +2 ASI and splitting the ASI +1 dex, +1 something else or for a feat. The 17 would be your only odd number, which would mean that you would have to choose a feat like skill expert (not skilled, as that's a different feat) or piercer that grant a +1 to dex to see any immediate benefit to your ability modifiers with a feat. If you chose Shadow Touched, you could add a point to wisdom, charisma, or intelligence, all of which are even. You would have to be happy with the ability modifier not doing anything for you until level 8 when you could take your ASI as +1 dex/+1 cha (or possibly wis or int, but the lowest three abilities aren't commonly increased). At that point, you would have 18 dex and 16 cha. On the other hand, you could start 16 dex, 15 cha, get Shadow touched, and then add a +2 dex at 8 to get back at the same 18/16 while benefiting from a +3 charisma modifier for 4 levels. Granted, you could take the +1 dex/+1 cha at 4 and shadow touched at 8 and benefit from the +4 dex for four levels before getting to the same 18/16 + shadow touched at 8. Basically, figure out which benefit you want the most for those 4 levels and plan accordingly so that you benefit the most from the scenario. Starting 17 dex is fine if you want shadow touched at 8 and a +4 dex from 4 onward, but 16 dex is better if you would rather have shadow touched at 4 and an 18/16 split at 8.
Finally, give consideration to the chef feat and the Inspiring Leader feat. Both offer "healing" options by providing temp HP. They can work in conjunction with each other if the treats from chef are consumed after the temp HP from Inspiring Leader are depleted, meaning that two characters can take 1 of the 2 to provide a significant boost to HP (particularly to the barbarian). They are pretty good feats, but may not fit your character concept well. Inspiring Leader is from the PHB and Chef is from Tasha's.
Thank for all that information! I am slightly overwhelmed xD, sorry, but could you go into a little simpler detail?
Yes. That's completely fine. Basically all I'm suggesting is that you plan your odd stat around the feat you plan you take at level 4.
If the other players are not looking into options as much as you that is another reason not to go too far in terms of optimisation. The other players will probably not noticeyou being a tiefling with a +3 dex modifier which isn't possibly using just PHB but they will notice you flying! For the game for be fun for everyone all the party need to have a chance to shine and if yuou are far more powerful than them, espeically if they were told to select a character using PHB rules and you were able ot get something far better is likely to make the game less fun for them.
If you do approach being a winged teifling with your DM make sure the attidude that comes over is "Someone told me about winged tieflings and I think it would really fit my character concept but am concerned it would make me more powerful than the other players" not "someone told me I should be a winged tiefling because it will make me really powerful". There are ways which the power could be balanced out, for example the DM could agree to give each of the other players a magic item not usually given out at low levels, a spellcaster could be given an iitem that allows the to cast an extra spell(s) a player without darkvision could be given night vision goggles etc. But the DM would have to be on board with this, having a powerful parety makes his job much more difficult to balance encounters to be a challenge but not so that someone gets instantly killed if the bad guy rolls a crit on his first attack.
Wisdom or intelligence?
I'm not sure which to choose.
Yes definitely, I agree. That could be cool, but as we're all new he might be reluctant to do that. So, wings and my changed modifiers, but then really we think no other added bits from the guide and cauldron? That seems fairer.
Ask your GM. For example, if I were your GM, I'd absolutely let you have Steady Aim, and it's the Wings I would need to seriously consider if I'd allow or not. I think it's a bad idea to try to guess at your GM's idea of what's balanced - just run everything past your GM, and be prepared to accept and modify accordingly. For example, if your GM wants you to drop the Wings for Spells, ask if you can use the MTOF subraces.
I could see that. I did email him earlier and said I wouldn't bother him for the rest of the holidays, so he might be marginally annoyed if I emailed him a long list of updates and changes. I could but he might not respond for a while.
Wisdom. Not only is Perception absolutely critical to your role as party scout, Insight is absolutely critical to your role as party face.
Okay nice thanks
This hits the majority of what I was saying, with the slight exception of saying that if you wanted to wait until 8 to take a feat that gave a bonus to ability scores, then a 17 dex wouldn't be bad if you wanted to take +1/+1 at 4.
Ah okay that makes more sense thank you!