Rogue Feats

Key Terms

You'll see the following key terms in many rogue class features.

Debilitation: Debilitations apply conditions and other negative effects to a creature. When the creature is affected by a new debilitation, any previous one it was affected by ends.

Flourish: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.



Every level at which you gain a Rogue feat, select one of the following feats. You must satisfy any prerequisites before taking the feat.


1st Level Rogue Feats

  • Overextending Feint (trained in Deception) - When you trick a foe, instead of catching them off guard, you goad them into overextending their next attack.

  • Trap Finder - You have an intuitive sense that alerts you to the dangers and presence of traps.

  • Tumble Behind - You tumble under and behind your foe to catch them off guard.

  • Twin Feint - You make a dazzling series of attacks with both weapons, using the first attack to throw your foe of guard against a second attack at a different angle.

  • You're Next (trained in Intimidation) - After downing a foe, you menacingly remind another foe that you’re coming after them next.


2nd Level Rogue Feats

  • Brutal Beating (ruffian racket) - The brutality of your critical hits shakes your foes’ confidence.

  • Clever Gambit (mastermind racket) - Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage.

  • Distracting Feint (scoundrel racket) - Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage.

  • Fane's Fourberie - You have perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic

  • Minor Magic - You’ve dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition.

  • Mobility - You move in a way that denies your enemies the opportunity to retaliate.

  • Quick Draw - You draw your weapon and attack with the same motion.

  • Strong Arm - When you Strike with a thrown weapon, the weapon's range increment increases 10 feet.

  • Unbalancing Blow (thief racket) -  Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is flat-footed against your attacks until the end of your next turn.

  • Underhanded Assault (trained in Stealth) - You capitalize on the distraction provided by an ally.


4th Level Rogue Feats

  • Battle Assessment - With careful observation during battle, you identify an enemy’s strengths and weaknesses.

  • Dread Striker - You capitalize on your enemies’ fear to slip past their defenses.

  • Magical Trickster - You can sneak spells past your foes’ defenses as easily as any blade.

  • Predictable! - By observing an opponent, you can get a sense of their next move and prepare to counter or resist it.

  • Sabotage - You subtly damage others’ equipment.


6th Level Rogue Feats

  • Analyze Weakness (sneak attack 2d6) - Your knowledge of a creature's physiology and understanding of tactics helps you attack with pinpoint accuracy.

  • Far Throw -  When you Strike with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty.

  • Gang Up - You and your allies harry an opponent in concert.

  • Light Step -  You aren’t bothered by tricky footing.

  • Shove Down (trained in Athletics) - You leverage your weight to topple foes that you move.

  • Stab and Snag (expert in Thievery) - You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement

  • Twist the Knife - After stabbing your opponent in a weak spot, you tear the wound open.

  • Watch Your Back (trained in Intimidation) - You menace the target, stoking their fears and drawing their attention.


8th Level Rogue Feats

  • Blind-Fight (master in Perception) - Your battle instincts make you more aware of concealed and invisible opponents.

  • Bullseye - You carefully take aim before making your attack in order to avoid your foe's concealment and cover.

  • Delay Trap -  You can jam the workings of a trap to delay its effects.

  • Inspired Stratagem - You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes.

  • Loaner Spell (trained in Arcana, Nature, Occultism, or Religion) - During your daily preparations, you can gain the assistance of an allied prepared spellcaster to prepare one spell for the day.

  • Nimble Roll (Nimble Dodge) - You throw yourself into a roll to escape imminent danger.

  • Opportune Backstab - When your enemy is hit by your ally, you capitalize upon the distraction.

  • Sidestep - You deftly step out of the way of an attack, letting the blow continue to the creature next to you.

  • Sly Striker (sneak attack) - Your attacks deal more damage, even against creatures that aren’t flat-footed.


10th Level Rogue Feats

  • Deny Support - You alter your appearance to blend into the wilderness.

  • Eldritch Debilitations (eldritch trickster racket, Debilitating Strike) - You are so focused on your hunted prey that you can see it clearly even beyond the limits of your senses.

  • Methodical Debilitations (mastermind racket, Debilitating Strike) - Your animal companion continues to grow and develop.

  • Precise Debilitation (thief racket, Debilitating Strike) -  You have a nearly encyclopedic knowledge of all creatures of the world.

  • Sneak Savant (master in Stealth) - You shoot clear through an intervening creature to hit your prey.

  • Tactical Debilitations (scoundrel racket, Debilitating Strike) -  You are so connected to the wilderness that you can magically jump from place to place within it.

  • Vicious Debilitations (ruffian racket, Debilitating Strike) - A clever parry with one weapon leaves your opponent open to an attack with the other weapon.


12th Level Rogue Feats

  • Bloody Debilitations (trained in Medicine, Debilitating Stike) - Your attacks slice arteries and veins.

  • Critical Debilitations (Debilitating Strike) - Your debilitations are especially effective on your most powerful attacks.

  • Felling Shot -  Your ranged attacks can shoot an unprepared foe right out of the air.

  • Preparation - You survey the battlefield, calculating the possibilities.


14th Level Rogue Feats

  • Defensive Roll - Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious.

  • Instant Opening - You distract your opponent with a few choice words or a rude gesture.

  • Leave an Opening - When you hit hard enough, you leave an opening so your ally can jump in on the action.

  • Sense the Unseen - When you look for foes, you can catch even the slightest cues.

  • Stay Down (master in Athletics) - You have ways of keeping your foes down.

  • Swift Elusion (master in Acrobatics) - Attempt an Acrobatics check against the foe's Reflex DC.

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