Rogue Feats
| Feat | Level | ASI | Prereqs | Description |
|---|---|---|---|---|
| Combat Acrobat | 5 | Dex | Dex 13, Acrobatics | React to a missed melee attack making a DC 15 Acrobatics check to move 10 ft. w/o opp.atks. When would be made prone use react to resist. Also gain +1 ASI to Dex. |
| Defensive Scramble | 7 | size Small, Dex 15 | When would be reduced to 0 hp, make a Dex save (reaction). On success take half damage. Usable 1/LR. | |
| Disruptive Strike | 11 | Arcana | With a Sneak Attack, give up 4 SA dice to impose disadv. on target's saves vs. spells & magic until the end of your next turn. | |
| Hard to Fool | 1 | Have adv. on Wis saves vs. illusion spells & magic. Also adv. on Insight checks to discern lies. | ||
| Impeding Strike | 5 | With a Sneak Attack, give up 3 SA dice to force target to make a Wis save. On failure, have disadv. on Str- and Dex-based attacks/saves/checks for 1 rd. | ||
| Jack-of-All-Trades | 1 | Int | Int 13 | Add 1/2 your prof. bonus to any ability check you're not proficient in. Also gain +1 ASI to Int. |
| Quick Reconnoiter | 1 | Wis 13 | You can make an Investigation or Perception check as a bonus action. You gain a +5 bonus to your passive Perception and Investigation. | |
| Sickening Strike | 5 | With a Sneak Attack, give up 1 SA die to force the target to make a Con save; on failure, has Poisoned condition until the end of your next turn. | ||
| Terrifying Strike | 1 | With a Sneak Attack, give up 1 SA die to force the target to make a Wis save; on failure, is Frightened of you until start of your next turn. | ||
| Twist the Knife | 1 | Dex | When you deal Sneak Attack damage, you can reroll one SA damage dice. Usable 1/turn. Also gain +1 ASI to Dex. |
Combat Acrobat
Your agility and balance let you stay mobile in the thick of battle.
Prerequisites: Level 5+, Rogue, Dexterity 13, Acrobatics proficiency
Benefits:
-
Increase your Dexterity score by 1, to a maximum of 20.
-
When you are subjected to an effect that would knock you prone, you can use your reaction to remain standing.
-
When a creature misses you with a melee attack, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. On a success, you can move 10 ft. without provoking opportunity attacks.
Defensive Scramble
You are uncannily hard to kill, darting away from danger in the instant before a blow would take you down.
Prerequisites: Level 7+, Rogue, size Small, Dexterity 15
Benefits: When you would take damage from a weapon attack that would reduce you to 0 hit points or fewer, you can use your reaction to make a Dexterity saving throw (DC = 8 + attacker's proficiency bonus + Strength or Dexterity modifier). On a success, you take only half damage from the attack instead of all damage.
You can use this feature once per long rest. You must be aware of the attack and not incapacitated.
Disruptive Strike
Prerequisites: Level 11+, Rogue, Arcana proficiency
Benefits: When you hit a creature with a Sneak Attack, you can choose to reduce your Sneak Attack damage by 4d6. If you do, the target has disadvantage on saving throws against spells and magical effects until the end of your next turn.
Hard to Fool
You have a keen instinct for spotting deception.
Prerequisites: Rogue
Benefits: You have advantage on Wisdom saving throws against illusion spells and effects, and on Wisdom (Insight) checks made to determine whether a creature is lying.
Impeding Strike
Your strike disrupts your opponent's coordination.
Prerequisites: Level 5+, Rogue
Benefits: When you hit a creature with a Sneak Attack, you can choose to reduce the Sneak Attack damage by 3d6, and force the target to make a Wisdom saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). If they fail, they have disadvantage on Strength- and Dexterity-based attack rolls, ability checks, and saving throws until the start of your next turn.
Jack-of-All-Trades
You've dabbled in many fields and developed an instinctive grasp of unfamiliar challenges.
Prerequisites: Rogue, Intelligence 13
Benefits:
-
Increase your Intelligence score by 1, to a maximum of 20.
-
You can add half your proficiency bonus to any ability check you make that doesn't already include your proficiency bonus.
Quick Reconnoiter
Your situational awareness is unmatched.
Prerequisites: Ranger or Rogue; Wisdom 13
Benefits:
-
You can make an Investigation or Perception check as a bonus action.
-
You gain a +5 bonus to your passive Perception and passive Investigation.
Sickening Strike
You can twist the knife to leave your foes reeling and disoriented.
Prerequisites: Level 5+, Rogue
Benefits: When you hit a living creature that has discernible anatomy with a melee weapon attack that qualifies for Sneak Attack, you can choose to reduce the Sneak Attack damage by 1d6, and force the target to make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). If it fails, it has the poisoned condition until the end of your next turn.
You can use this ability a number of times equal to your proficiency bonus per long rest. You regain all expended uses when you finish a long rest.
Terrifying Strike
Your attacks provoke fear in the hearts of your foes.
Prerequisites: Rogue
Benefits: When you hit a creature with a Sneak Attack, you can choose to reduce the Sneak Attack damage by 1d6, and force the target to make a Wisdom saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). If they fail, they are frightened of you until the start of your next turn.
Twist the Knife
You exploit every opening with grim precision. Your instincts guide your hand to twist, pierce, or gouge in just the right spot for maximum effect.
Prerequisites: Rogue
Benefits:
-
Increase your Dexterity score by 1, to a maximum of 20.
-
Once per turn, when you deal Sneak Attack damage, you can reroll one of those bonus damage dice, but you must use the new result.