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View Full Version : Good Thief Rogue Feats?



GoblinGuy
2017-11-08, 05:12 PM
I need some good ideas for feats. I'm variant human, level 10, and I needed 2 ASIs to get 20 dex. Any good ideas? Also, my d.m. doesn't use passive perception or passive investigation at all. One of the feats would also need to give a bump to wis or int. Any and all ideas are welcome.

MeeposFire
2017-11-08, 05:14 PM
Healer is great oddly. Healing a decent amount for a bonus action is potent and makes you feel like a combat medic.

JellyPooga
2017-11-08, 05:47 PM
Tip No.1 - You don't need Dex:20. If you want it, that's cool, but don't delude yourself that it's necessary. This may or may not free up one or more ASI's for Feats, should you want them.

Tip No.2 - You need to decide what roles you wish to focus on. This will be decided, to an extent, by what Expertise skills you have chosen. This decision will influence the kind of Feats that you might find attractive.

Tip No.3 - Some of my favourites include:

Dungeon Delver : I appreciate that your GM doesn't use passive Perception, but that doesn't invalidate DD for a trapfinder Rogue. It's a highly specialised feat, however; if your GM doesn't use many traps or secret doors, this may be less than useful.
Mobile : All Rogues like to be more mobile and the feat does just that. Cunning Action to Dash as a bonus action also means using a bonus action to ignore difficult terrain. Get a friendly spellslinger to create a massive area of difficult terrain and then dance rings around your foes with this feat.
Resilient (Con or Wis) : You're close enough to 15th level that Slippery Mind is on the horizon, which means going for Wisdom is probably a bad idea, despite providing the desired +1 to Wis. Con Save proficiency is always nice and potentially life-saving.
Skulker : Depending on your GM, this may or may not be as amazingly good as it's supposed to be. As Human, it's not as good as it could be due to your lack of Darkvision, but ignoring the Disadvantage on Perception in dim light is invaluable for a scout.
Sentinel - Off-turn Sneak Attack is a great way to double up your already impressive damage. Sentinel helps generate off-turn Sneak Attacks. Makes you a target, but also a Tank. Be cautious of taking this option; if you're not confident of being able to stand up in melee, then you might want to avoid it.
Tavern Brawler : Being able to use Fast Hands to create an improvised weapon as a bonus action and then use it with proficiency is all sorts of handy in the right campaign.

Saeviomage
2017-11-08, 08:25 PM
My vote goes for keen mind. I'd just love to be able to ask "exactly what did that book that I spotted across the room for a split second two weeks ago say?"

Specter
2017-11-08, 09:42 PM
Can't go wrong with Sentinel, if you're melee-focused, or Crossbow Expert if range-focused. The rest depends on what you want from the feat.

Dudewithknives
2017-11-08, 10:08 PM
Can't go wrong with Sentinel, if you're melee-focused, or Crossbow Expert if range-focused. The rest depends on what you want from the feat.

My vote goes to Mobile.

More speed is always great when you have cunning action in your back pocket. Also, the idea that you should never really have to spend your bonus action to Disengage due to Mobile is gold.

Since as I can figure you have 2 feats to work with, I would say, if your wis and int are both odd just take a pair of +1's. If you only plan to bump 1, bump Wisdom.

If UA feats are allowed I would look at a racial feat, or a skill feat if you can get the expertise on it.

If no UA, also consider Magic Initiate.

It does not even matter if you have the stay for it, you could just pick Booming blade, Mending and Mage Armor for your spells.

Booming Blade + Mobile is a great combo.

Could tailor these better of we knew your build.

SharkForce
2017-11-08, 10:30 PM
you could also theoretically choose a feat that gives a bonus to dex, and split an ASI between dex/wis or dex/int.

edit: wait, are you creating the character at level 10, or did you play up to level 10? because if you played, obviously you've already spent those previous ASIs to get your dex to 20, and you can't do what i just suggested at all =S

DarkKnightJin
2017-11-09, 12:22 AM
My vote goes for keen mind. I'd just love to be able to ask "exactly what did that book that I spotted across the room for a split second two weeks ago say?"

That might be pushing it, but knowing when the next dawn or dusk is, knowing where North is so you can plan a getaway, and simply remembering what's going when casing a place..

Sounds pretty damn invaluable. And I'm pretty sure it gives +1 Int or Wis(your choice)

ZealousObject
2017-11-09, 09:27 AM
I have played a Thief Rogue from lv1 to 14 and what I chose to do was max my dex and pick up mobile and skilled.

I first picked up mobile to give some needed safety in combat and the extra speed I got also become somewhat of a meme with the party; besides who doesn't like traveling 120 ft. in 6 seconds.

I also picked up skilled because I was the skill monkey of the group and wanted to get that extra oomph of versatility. Not only that but you're also on the cusp of having one of the best features in the game, Reliable Talent (imo).

But Healer is also pretty good for allowing to open some more spell slots for your healers in the party and if you really need the +1 to wis I still would suggest Observer if you can find some sort of homebrew agreement between you and the DM because it's still a very good feat, and if it doesn't work out Keen Mind is still pretty good as previously stated.

Galadhrim
2017-11-09, 02:10 PM
But Healer is also pretty good for allowing to open some more spell slots for your healers in the party and if you really need the +1 to wis I still would suggest Observer if you can find some sort of homebrew agreement between you and the DM because it's still a very good feat, and if it doesn't work out Keen Mind is still pretty good as previously stated.

My DM never used passive perception or investigation either. He allowed me to add a +2 to one and a +1 to the other of the active skills for perception and investigation, which I thought was fair and helpful. I went with +2 perception and +1 investigation.

Saeviomage
2017-11-09, 07:47 PM
That might be pushing it, but knowing when the next dawn or dusk is, knowing where North is so you can plan a getaway, and simply remembering what's going when casing a place..


It says you remember everything you see or hear for the last month. Now maybe the DM wants a retrospective spot check to see whether I actually saw it at the time, but just saying no would seem to be simply ignoring the feat.

djreynolds
2017-11-10, 04:08 AM
Tip No.1 - You don't need Dex:20. If you want it, that's cool, but don't delude yourself that it's necessary. This may or may not free up one or more ASI's for Feats, should you want them.

Tip No.2 - You need to decide what roles you wish to focus on. This will be decided, to an extent, by what Expertise skills you have chosen. This decision will influence the kind of Feats that you might find attractive.

Tip No.3 - Some of my favourites include:

Dungeon Delver : I appreciate that your GM doesn't use passive Perception, but that doesn't invalidate DD for a trapfinder Rogue. It's a highly specialised feat, however; if your GM doesn't use many traps or secret doors, this may be less than useful.
Mobile : All Rogues like to be more mobile and the feat does just that. Cunning Action to Dash as a bonus action also means using a bonus action to ignore difficult terrain. Get a friendly spellslinger to create a massive area of difficult terrain and then dance rings around your foes with this feat.
Resilient (Con or Wis) : You're close enough to 15th level that Slippery Mind is on the horizon, which means going for Wisdom is probably a bad idea, despite providing the desired +1 to Wis. Con Save proficiency is always nice and potentially life-saving.
Skulker : Depending on your GM, this may or may not be as amazingly good as it's supposed to be. As Human, it's not as good as it could be due to your lack of Darkvision, but ignoring the Disadvantage on Perception in dim light is invaluable for a scout.
Sentinel - Off-turn Sneak Attack is a great way to double up your already impressive damage. Sentinel helps generate off-turn Sneak Attacks. Makes you a target, but also a Tank. Be cautious of taking this option; if you're not confident of being able to stand up in melee, then you might want to avoid it.
Tavern Brawler : Being able to use Fast Hands to create an improvised weapon as a bonus action and then use it with proficiency is all sorts of handy in the right campaign.

Mr Pooga has some great choices here

Sentinel is really powerful. But the same reaction used for that AoO after your buddy is hit... is the same reaction needed for your uncanny dodge. But for me its all about options... now you have 2 uses for your reaction right here

Resilient con... yes. Even score or odd, getting paralyzed sucks, so good investment. You and deep stalker ranger are the only classes that can get 4 save proficiencies now... yes we know monks get 6

Magic initiate... hello booming blade, at 11th level that's 2d8, guidance is sweet, resistance is sweet for saves and its a cantrip, protection from good and evil, heroism is good for dragons, mage armor... better than studded. One first level spell and 2 cantrips and no prerequisites

Mobile is awesome, now use that BA with TWF or hide or whatever

Other ideas, crazy but plus either wisdom, charisma, or intelligence and possibly multiclass to a caster if even for a level. How good would knowledge cleric be? Arcana cleric gets 3 cleric cantrips and 2 magic user cantrips and 1st level spells also.

Plus up strength, 1 level of barbarian and you can rage twice a day (AFB). Not shabby

IMO resilient con trumps +2 con or tough, DM dependent though, I just like to target saves but some DMs are more about straight up combat, so con bump or tough might be better