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Rogue Feats

Feat Level Prerequisites Benefits
Combat Acrobat 1 Dexterity 13+, Acrobatics proficiency React to a missed melee attack making a DC 15 Acrobatics check to move 10 feet w/o opp.atks; when would be made prone use react to resist; also gain +1 ASI to Dex
Defensive Scramble 7 Dexterity 15+, Small size When would be reduced to 0 hop, react with a Dex save; on success take half damage; usable 1/LR
Disruptive Strike 11 Arcana proficiency 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 Intelligence 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 Wisdom 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 When you deal Sneak Attack damage, you can reroll one SA damage dice; usable 1/turn; also gain +1 ASI to Dex
Legend
1/LR Usable once per long rest
ASI Ability Score Increase
adv. advantage
disadv. disadvantage
opp.atk. opportunity attack
Combat Acrobat

Your agility and balance let you stay mobile in the thick of battle.

Prerequisites: Rogue level 5, Dexterity 13 or higher, Acrobatics proficiency

  • 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 feet 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: Rogue level 7, Dexterity 15 or higher, Small size

Benefit: 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 (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

Prerequisite: Rogue level 11, Arcana proficiency

Benefit: 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.

Special: If the creature has Magic Resistance, that trait is suppressed during this time and they make saving throws against spells and magical effects with neither advantage nor disadvantage.

Hard to Fool

You have a keen instinct for spotting deception.

Prerequisite: Rogue level 1

Benefit: 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.

Prerequisite: Rogue level 5

Benefit: 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.

Prerequisite: Rogue 1, Intelligence 13

  • 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: Rogue or Ranger level 1, Wisdom 13 or higher

Benefits:

  • You can make a Search (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.

Prerequisite: Rogue level 5

Benefit: When you hit a living creature that has discernable 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. You regain all expended uses when you finish a long rest.

Terrifying Strike

Your attacks provoke fear in the hearts of your foes.

Prerequisite: Rogue level 1

Benefit: 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're frightened of you until the start of your next turn

Twist the Knife

You don’t just strike—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.

Prerequisite: Rogue level 1

Benefits:

  • Increase your Dexterity 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.