Evaluating every feat for a rogue and finding the best and worst options.
Rogues are utility specialists. They can sneak, disguise and scout as well as capably thrust a knife into your back. With those capabilities come plenty of options for feats that can complement their skillset.
But there are also plenty of feats that aren’t well suited for a rogue. They fit in an unusual space for martials as they lack the classic extra attacks of their contemporaries. They also have a spellcasting subclass in the arcane trickster who complicates matters with some spellcasting acumen that opens up some feats that only fit the arcane trickster’s skillset.
In this article, I’ve gone through every single feat released for D&D 2024 and evaluated them to help you know which are best and worst for a rogue. I’ve also tried to consider different subclasses and builds in my evaluation which you’ll see in some of my commentary on each feat.
How it works
I’ve evaluated every feat based on how well I think it fits the rogue class, scoring each feat out of 5. I’ve also provided some explanation for why I’ve given this score. All builds are different though, so use this as a guide, but not an absolute authority on what feats you should take and which you shouldn’t.
For example, actor is a pretty good feat, but only on a charisma build. It’s a bit useless of you haven’t invested in charisma. I’ve based my assumptions around the idea that you have a build that fits the feat (as long as that build is sensible for a rogue). My commentary on each feat should give more explanation here when necessary.
As D&D 2024 expands, so will the feat options. I’ll try to keep updating this guide as this happens. When a feat comes from a source outside of the Player’s Handbook, I’ve also used abbreviations to indicate which source it’s from. These abbreviations stand for:
- HoF: Forgotten Realms: Heroes of Faerun
- ABoH: Astarion’s Book of Hungers
- LFL: Lorwyn First Light
Rogue feats by score
If you just want an at a glance view of how well I’ve scored each feat for a rogue, then I’ve included them all in the tables below for each feat type.
Origin feats by score
| Score | Feats |
|---|---|
| 5/5 | Lucky, magic initiate, musician |
| 4/5 | Alert, tireless reveler, tough, vampire’s plaything, Zhentarim ruffian |
| 3/5 | Purple dragon rook, savage attacker, skilled, spellfire spark, vampire’s plaything |
| 2/5 | Child of the sun, crafter, Lords alliance agent, savage attacker, Shadowmoor hexer, vampire hunter |
| 1/5 | Cult of the Dragon initiate, Emerald Enclave fledgling, Harper agent, healer, tavern brawler, tyro of the gauntlet |
General feats by score
| Score | Feats |
|---|---|
| 5/5 | Inspiring leader, mage slayer, skulker, Zhentarim tactics |
| 4/5 | Bloodlust, charger, dual wielder, fey touched, shadow touched, speedy, Zhentarim tactics |
| 3/5 | Actor, athlete, Bomber, chef, crossbow expert, delicious pain, durable, fairy trickster, genie magic, light bringer, love bites, mounted combatant, mythal touched, observant, piercer, poisoner, purple dragon commandant, resilient, ritual caster, sentinel, skill expert, slasher, telekinetic, telepathic, vampire touched, war caster, weapon master |
| 2/5 | Cloying mists, defensive duelist, keen mind, lightly armored, lordly resolve, sharpshooter, spellfire adept, street justice, vampire touched |
| 1/5 | Cold caster, crusher, dragonscarred, elemental adept, enclave magic, grappler, great weapon master, Harper teamwork, heavily armored, heavy armor master, martial weapon training, medium armor master, moderately armored, order’s resilience, polearm master, putrefy, rebuke, shield master, spell sniper, street justice, treacherous allure |
Epic boon feats by score
| Score | Feats |
|---|---|
| 5/5 | Boon of combat prowess, boon of desperate resilience, boon of dimensional travel, boon of fate, boon of fluid forms, boon of recovery, boon of the bright sun, boon of the night spirit |
| 4/5 | Boon of fortune’s favour, boon of looming shadow, boon of speed, boon of the soul drinker, boon of truesight |
| 3/5 | Boon of blazing dawn, boon of bloodshed, boon of communication, boon of fortitude, boon of irresistible offense, boon of poison mastery |
| 2/5 | Boon of bountiful health, boon of energy resistance, boon of skill, boon of spell recall, boon of terror, boon of the furious storm |
| 1/5 | Boon of exquisite radiance, boon of misty escape, boon of revelry |
Rogue origin feats

- Alert (4/5) – Always useful to go earlier in combat and being able to swap initiative with an ally makes for something quite tactical if the dithering wizard wants to fireball your foes before you charge into the fray. Rogues are naturally good with initiative due to their high dexterity so this is a particularly good fit.
- Child of the sun (2/5) – LFL – Advantage against blinded for you and nearby allies is situationally decent. Faerie fire is OK, but the action setup is a pain and will reduce your damage output initially. Advantage can often be easily gained elsewhere.
- Crafter (2/5) – Maybe decent if you want to do a lot of crafting, or to buy cheaper gear, but considering the cheaper gear is non-magical, I just don’t feel you get enough from this and crafting isn’t of much value unless you’re making magical things (scrolls and items).
- Cult of the dragon initiate (1/5) – HoF – Causing frightened for a single turn to a single enemy isn’t that great for the whole action it requires, even with the bonus heroic inspiration. Rogues don’t even have a good wisdom to make this reliable.
- Emerald enclave fledgling (2/5) – HoF – Speak with animals is OK if your DM’s willing to do something useful with your animal conversation. It does tend to be better on charismatic characters though, which rogues can be. There are much better ways to use your action in combat than using the help action though, even with the movement.
- Harper agent (1/5) – HoF – Ranged help actions are OK, but your action is much better used with attacks. Everything else is a ribbon feature. Just not a good feat. It’s maybe decent if you’re playing a hobgoblin with their bonus action help, it will conflict with your other bonus action demands though.
- Healer (1/5) – An action to do worse healing than a potion of healing. A potion of healing also only requires a bonus action rather than the action needed here.
- Lords alliance agent (2/5) – HoF – Inspiring strike won’t happen a lot. Reassert honor is tricky for a rogue as you need to stay next to allies and close to danger, but rogues are typically at their best slipping in and out of combat or attacking at range.
- Lucky (5/5) – Giving yourself advantage and others disadvantage is powerful and really useful for anyone, especially rogues who might rely on this for their sneak attacks.
- Magic initiate (5/5) – Rogues are a utility class and magic initiate can hand them some great utility spells like mage hand or minor illusion. Arcane tricksters will especially enjoy a wider breadth of spells. While rogues don’t naturally invest highly in a spellcasting ability, they do have the space to do so. Arcane tricksters and the scion of the three will invest in intelligence anyway, but charisma can be great for a lot of other rogues, especially those using disguises and talking themselves in and out of places they shouldn’t be.
- Musician (5/5) – Heroic inspiration for most or all allies is really useful and can be granted each short or long rest. That’s a lot of rerolls! This works great on any class.
- Purple dragon rook (3/5) – HoF – The skills can be decent for a charismatic rogue. The heroic inspiration you grant is much less than the musician feat so I’d just take that. Technically this is an alright feat, but musician does a similar thing so much better.
- Savage attacker (2/5) – Generally an alright feat on a martial, but rogues don’t make enough weapon attacks to make this worthwhile for the minor damage boost. It also only affects the weapon’s damage dice so this doesn’t include the damage dice from your sneak attack.
- Shadowmoor hexer (2/5) – LFL – Hex is better on multiattack characters as the damage increases by each attack. Rogues only get 1 attack though and even with dual wielding, hex then takes from your bonus action, limiting attacks with a rogues bonus action which is already under fairly heavy demands.
- Skilled (3/5) – Rogues are skill masters, but it doesn’t hurt to have a few more skills in your repertoire. This is especially the case if you go for a charisma build and need face skills on top of your scouting and sneaking skills.
- Spellfire spark (3/5) – HoF – Sneak attack will always be better than using sacred flame making it a bit pointless on a rogue. The damage reduction is quite good, but maybe less good on a quite evasive character like a rogue. The damage reduction stacks up the more often you’re hit, but rogues spend a lot of time trying to avoid being hit.
- Tavern brawler (1/5) – Unarmed attacks rely on strength and sneak attack doesn’t work on unarmed strikes making this a bad option for a rogue.
- Tireless reveler (4/5) – ABoH – Lots of heroic inspiration to bounce off one another. Especially good if you have easy ways of replenishing heroic inspiration, like the musician feat or someone else with tireless reveler. A bit more situational if you don’t have that.
- Tough (4/5) – Some decent extra resilience that’s good for everyone.
- Tyro of the gauntlet (1/5) – HoF – Both really situational effects that I just don’t see you getting the benefit of very often.
- Vampire hunter (2/5) – ABoH – Technically 2 situational options, but being grappled or in restraints is reasonably common. You already have a reaction option for damage reduction in uncanny dodge making vitality ward less useful for you.
- Vampire’s plaything (3/5) – ABoH – A free healing potion each long rest is really nice but dash and disengage as a bonus action are already options you have as a rogue.
- Zhentarim ruffian (4/5) – HoF – The initiative boost is quite nice, especially if you have easy access to heroic inspiration (say if an ally has the musician feat). Exploit opening is like savage attacker but only for opportunity attacks. This makes it quite situational. Some rogues do use tactics to make more opportunity attacks on their rogue so this could be handy if you’re building for it. Unlike savage attacker, the damage rerolls are for all the damage dice from the attack, not just the weapon damage dice which means it applies to sneak attack damage. It’s still not easy to land reliable opportunity attacks though.
Rogue general feats

- Actor (3/5) – If you go for a charismatic rogue, this can be quite good for talking your way into places and impersonating people. Assassins have disguise kit proficiency and this will get you advantage on those charisma checks while disguised. There’s crossover for mimicry with the assassin, but the assassin requires an hour of study and then the mimicry is unerring. This doesn’t have the study requirement, but seems easier to see through. So both can be options when needed.
- Athlete (3/5) – Rogues are often sneaking around and a climb speed can be useful for this. A sneaky, urban rogue might do well here jumping between buildings and so on. A climb speed is maybe just enough to make this worthwhile on a rogue. The rest are ribbon features. Just be aware that this is fairly pointless for a thief who already gets a climb speed.
- Bloodlust (4/5) – ABoH – Some decent mid-combat healing that doesn’t eat into your action economy plus better healing through your hit point dice. Your constitution should be decent anyway so the healing should be good and healing from an attack will be better than healing during a short rest, partly because the need for healing will be higher, but also because you get the constitution boost.
- Bomber (3/5) – ABoH – You probably won’t throw flasks or vials much but you may be throwing daggers as one of your best ranged options (especially combined with the nick weapon mastery). This will give you some extra range (without the disadvantage).
- Charger (4/5) – Deal more damage or push when moving before an attack can be handy. Rogues use hit and run tactics a lot and have things like bonus action disengaging making charging in and out of attacks much easier. They also tend to dash more than most making the extra movement handy. As it happens, this could be a great way to move further and duck out of melee range as the push may remove the need to use disengage to get away without incurring an attack of opportunity, freeing up your bonus action to use dash and move further.
- Chef (3/5) – A bit of extra healing on a short rest for the whole party and treats that grant a few temporary hit points. How good this is depends on the length of your adventuring days. I suspect this will feel more impactful at lower levels and less so at higher levels.
- Cloying mists (2/5) – ABoH – Not great for anyone (a single level 1 spell you can’t choose is significantly worse than similar feats like magic initiate, fey touched and shadow touched). At least fog cloud can be useful, but I would rather take magic initiate which is an origin feat.
- Cold caster (1/5) – HoF – It’s almost never going to be better casting a spell than making attacks for a rogue and even then, you’ll likely be limited to ray of frost.
- Crossbow expert (3/5) – Loading isn’t an issue for the single attack rogue, but dual wielding hand crossbows could be useful. I’d prefer daggers on a rogue due to nick allowing 2 or 3 attacks and the possibility of a free action, but this can be good too and has a better range.
- Crusher (1/5) – Only a sling would be compatible with sneak attack while being a bludgeoning weapon, making this no good for a rogue as other weapons are better.
- Defensive duelist (2/5) – This competes with uncanny dodge for your reaction to attacks. This can sometimes be better as it can entirely prevent attack damage, but it also only works against melee attacks. I’d probably say rogues are better off going for other feats.
- Delicious pain (2/5) – ABoH – A round of resistance to common damage types in bludgeoning, piercing and slashing can be quite decent, but you’ll sacrifice uncanny dodge on the triggering damage and this doesn’t work on the triggering damage. With rogues being quite evasive, there’s also a decent chance there won’t be any subsequent damage making this less useful on a rogue.
- Dragonscarred (1/5) – HoF – A resistance is good and attempting to frighten with a bonus action can be handy, but this competes with things like cunning action for potentially a single turn of the frightened condition which is not a lot. A rogue’s bonus action is under high demand and this requires 2 feats to make work. Not worth it in my opinion and you don’t even have the wisdom to back this up.
- Dual wielder (4/5) – If you grab nick weapon mastery, then taking this will mean you can make 3 attacks in a turn if dual wielding. You don’t need a spare hand for anything else so dual wielding can make a lot of sense for a rogue, especially as it seriously increases the odds of landing that all important sneak attack. Problem here is it limits your evasiveness as you no longer have your bonus action to disengage or hide. Can still be a great option.
- Durable (3/5) – The self healing is mainly what you want from this. You may need to juggle the demands on your bonus action though as this is in pretty much constant use on a rogue.
- Elemental adept (1/5) – Not a great feat for anyone, but even worse on a rogue who doesn’t cast spells. Arcane tricksters could be a slightly better option here, but only slightly as you should still normally be using your sneak attack.
- Enclave magic (1/5) – HoF – There’s some utility here and it pairs with speak with animals from the Emerald Enclave fledgling origin feat, but this is still 2 feats to accomplish what 1 should. Plus it’s better on characters with pets and those with a higher charisma. Rogues can manage decent charisma, but there are no pet rogue classes.
- Fairy trickster (3/5) – HoF – Rogues do disengage more than most. Even so, disengaging into difficult terrain will likely be rare. Flustering strike is quite good though, which compensates.
- Fey touched (4/5) – Misty step is less important on a rogue that is naturally quite slippery and manoeuvrable. It’s not pointless though. It’ll get you out of grapples or crowds more easily. You won’t be able to repeat cast this unless you’re an arcane trickster and rogues don’t always have a decent spellcasting ability. Silvery barbs could be a good option for your 1st level spell. This is good on an arcane trickster and decent enough on other rogues.
- Genie magic (3/5) – HoF – There’s a lot of flexibility here as you don’t have to pick a spell. The sorcerer list isn’t huge though, but you’ve got some AoE damage dealers like burning hands or thunderwave. Sleep is a pretty good control spell at this level too. It essentially means you’ve got an extra trick up your sleeve every now and again.
- Grappler (1/5) – Rogues aren’t built for unarmed combat or grappling as they both lack strength and rely on weapon attacks for sneak attack. That makes this a bad option for a rogue.
- Great weapon master (1/5) – Rogues aren’t proficient with heavy weapons making this feat obsolete.
- Harper teamwork (1/5) – HoF – There’s rarely a good reason to use help in combat rather than making an attack, even with the extra benefit here. Frightened and paralyzed saving throw successes are unlikely to be common enough to benefit much from either when it needs to affect multiple party members, plus you have to pick up a bad origin feat to grab this too. The exception here is maybe if you happen to be playing a hobgoblin, who can use the help action as a bonus action but even then, rogues already have a bonus action under heavy strain.
- Heavily armored (1/5) – Rogues shouldn’t wear heavy armor so this is pointless.
- Heavy armor master (1/5) – Same here, pointless on a rogue that shouldn’t ever be wearing heavy armor.
- Inspiring leader (5/5) – The ability is great for anyone, but best for rogues with a high charisma.
- Keen mind (2/5) – Most rogues are a poor choice for knowledge skills and the study actions is very rarely useful in combat. It’s a bit better on an arcane trickster or scion if the three who do invest in intelligence though. It’s still not the best even on them though.
- Light bringer (3/5) – ABoH – The healing is nice, but bloodlust is better and light is only OK.
- Lightly armored (2/5) – Grabbing shield proficiency could be good for some extra AC. I prefer to be evasive as a rogue and ensure I land my sneak attack with more attacks, but shield wielding can be viable.
- Lordly resolve (2/5) – HoF – An option for decent resilience/recovery against 3 types of conditions and possession is decent but you’ll need to use your bonus action to activate it. I’d say this is better on other classes especially as the origin feat you’ll need will work better on frontline martials than more slippery ones like a rogue.
- Love bites (3/5) – ABoH – This could stop a creature attacking you for a turn which is interesting for a martial that wants to avoid being damaged. It works automatically on a hit too so no save required. Could be a good way to keep a nasty enemy off your back for a turn, it will take up a bonus action though which is a problem for rogues.
- Mage slayer (5/5) – Great for breaking concentration on spellcasters and having basically a use of legendary resistance every rest.
- Martial weapon training (1/5) – You already have proficiency with the kinds of martial weapons you’ll want to use so this is pointless.
- Medium armor master (1/5) – Rogues don’t have medium armor proficiency and probably shouldn’t bother.
- Moderately armored (1/5) – Rogues can easily get their dexterity so high that it’s rare that medium armor would be worth it. Perhaps if you build around true strike and charisma, this can be useful but your best build is just dexterity and studded leather without needing to invest in a feat like this.
- Mounted combatant (3/5) – If you can regularly have access to a mount, then this could be decent. Many creatures are smaller than the likely large mount you’ll be riding.
- Mythal touched (3/5) – HoF – If you don’t mind some random effects, then this is alright and could be a bit of wild fun. Most effects should be positive.
- Observant 3/5) – Intelligence can be a good ability score for a rogue and the skill options are good for a scout too (which rogues can be quite good at). Search can be useful in combat so making it a bonus action to find hiding enemies can be handy.
- Order’s resilience (1/5) – HoF – Quicker after being knocked prone feels like a ribbon effect. Advantage on strength saving throws is decent, but you also have to be next to an ally which is often not the case for a rogue. This is a kind of situational feat that requires taking a very situational origin feat which isn’t great. I don’t think it’s worth it.
- Piercer (3/5) – Rerolling damage when using a piercing weapon is decent if that’s the kind of weapon you’re using. Improved criticals will be rarer, but the extra damage is welcome too.
- Poisoner (3/5) – 2-6 doses of poison for 50gp is alright if you have lots of money. The extra damage and short poisoned condition are decent but your bonus action is under a lot of demand. Still, you could take this rather than dual wielder for some higher damage and debilitating attacks. While it doesn’t cause damage, if you want to poison foes, there is a cunning strike option that does this and requires no bonus action.
- Polearm master (1/5) – None of these weapons can be used with sneak attack so doesn’t work for a rogue.
- Purple dragon commandant (3/5) – HoF – Bonus action temporary hit points to dish out is pretty good and advantage when bloodied is especially good the more attacks you have (so better on dual wielding rogues). The temporary hit points can be applied ahead of combat to keep the strain off your action economy.
- Putrefy (1/5) – ABoH – Rogues don’t tend to deal necrotic damage so this is pointless for them.
- Rebuke (1/5) – ABoH – Rogues don’t tend to deal radiant damage so this is pointless for them. The possible exception is a true strike build, even then, causing prone occasionally just isn’t enough.
- Resilient (3/5) – Constitution or maybe charisma are probably your best options here as you already have dexterity and intelligence proficiency and probably don’t want to be taking any other ability scores.
- Ritual caster (3/5) – If you want some out of combat spellcasting utility, then this can get you a few interesting spells this way.
- Sentinel (3/5) – Opportunity attacks for a rogue can be excellent as it gives you another use of sneak attack each round. Sentinel is great for giving more opportunity attacks. The problem is it relies on you staying close to the melee which isn’t a great place for a rogue. This could be really good on a really tough rogue build, but that will be challenging. Otherwise, if you play a typical hit and run build, this will largely go wasted.
- Shadow touched (4/5) – Invisibility is great on a scout class and another spell can be handy too. Disguise self or silent image can be good options. You’ll only get one casting per long rest of each unless you play an arcane trickster.
- Sharpshooter (2/5) – If you’re going with a light crossbow as your main weapon and your DM likes to use cover a lot, this could be decent. Rogues tend to be better with daggers or maybe a pair of hand crossbows if they’re going for ranged attacks. Hand crossbows will work for this, but need crossbow expert too to work this way. I don’t think this is the most optimal option for a rogue.
- Shield master (1/5) – You don’t naturally have shield proficiency. It can work if you pick this up through a feat or multiclassing, but this is a worse version of evasion and a push that requires strength which rogues tend to be bad at. Not worth taking on a rogue.
- Skill expert (3/5) – Solid if you want to be an expert at a skill, which many rogues will (or at least an expert in more skills).
- Skulker (5/5) – Great on anyone due to the easy blindsight, but best on a rogue that regularly hides in combat, which many rogues can be doing on a lot of turns if that’s how you want to use your bonus action.
- Slasher (3/5) – Speed reduction is basically a weapon mastery effect each turn. Improved criticals is decent, but won’t happen loads. It’s decent enough for a martial class just about.
- Speedy (4/5) – Faster movement is useful for a class that values maneuverability. Disadvantage from opportunity attacks will make it easier for you move across the battlefield a little more safely without having to use your bonus action to disengage.
- Spellfire adept (2/5) – HoF – This only really works with true strike as that allows you to combine your sneak attack with the spell. It’s decent extra damage, but at the sacrifice of hit points dice. Radiant damage is rarely resisted so not that big deal, especially when you can just use the weapon’s damage type for true strike. Even then, many rogues won’t have true strike.
- Spell sniper (1/5) – Most rogues don’t have spells, but even for arcane tricksters, spell attacks are rarely more potent than sneak attacks making this a bit pointless.
- Street justice (1/5) – HoF – The main attraction here is for grapplers and rogues are no good at this.
- Telekinetic (3/5) – An invisible, silent mage hand is great on a stealth class. The ability score improvement is only good on an arcane trickster, scion of the three or perhaps a charismatic rogue though. I doubt you’ll use telekinetic shove loads with the demands on your bonus action, but this is still decent.
- Telepathic (3/5) – Telepathy is good on a charisma build. Not all rogues will build for charisma though.
- Treacherous allure (1/5) – ABoH – I think the idea here is to charm someone and then attack them. It’s a lot of setup for advantage on a single attack though, which I don’t think is great.
- Vampire touched (3/5) – ABoH – Like fey touched but with worse spells. Spider climb is still useful, especially for sneaky rogues, and illusion spells can be handy too. Spider climb isn’t reliant on a strong spellcasting ability, but the arcane trickster will get more uses out of this.
- War caster (3/5) – Arcane tricksters may not be casting loads of concentration spells and even then, tend to be more evasive than in the firing line, but they can get some decent usage here. It’s less important than it is for proper spellcasters and useless if you’re not an arcane trickster.
- Weapon master (2/5) – Two weapon masteries is probably enough. If it isn’t, you could take this but it’s probably not needed for most rogues.
- Zhentarim tactics (5/5) – HoF – Possibly one of the best and most reliable ways for a rogue to get more opportunity attacks which means potentially doubling your sneak attack output each round which can be substantial. It may mean less skulking than most rogues like to do though. Expertise in a changeable skill is really good for a skill heavy class.
Rogue epic boon feats

- Boon of blazing dawn (3/5) – ABoH – Rogues don’t always have access to alternative damage types so this can be handy. The immunity is fine but not a common damage type and the sunlight is even more situational.
- Boon of bloodshed (3/5) – HoF – The advantage should happen a fair bit which is handy, and advantage is always especially useful for rogues and their sneak attacks. However, the boon of combat prowess will help here much more. Extra damage when bloodied is decent, but only a small amount once per turn.
- Boon of bountiful health (2/5) – HoF – The extra temporary hit points are not a lot at this level. It kind of works if you have a regular source of temporary hit points, but it doesn’t feel like enough. The improved healing is great for long adventuring days. A few feats (like bloodlust) will use your hit point dice making this quite good in conjunction with these, but not great without. Add an extra point to this score if you have a feat like bloodlust
- Boon of combat prowess (5/5) – An automatic hit once per round means almost a guaranteed sneak attack every turn, which is excellent for a rogue!
- Boon of communication (3/5) – HoF – Good on a charisma build, only OK on other rogues.
- Boon of desperate resilience (5/5) – HoF – Resistance to everything other than force is really good. Rogues tend to be quite evasive so may not get as much mileage from this as a tank for instance, but still great at preserving your HP. Combine this with the boon of recovery (if playing at levels beyond 20) to basically have your full hit points while in a state of being bloodied.
- Boon of dimensional travel (5/5) – Really easy to move around the battlefield to wherever you need to be and there’s no action economy cost either which spares your bonus action as no need to disengage or dash. Attack, teleport then hide tactics can be great on a rogue.
- Boon of energy resistance (2/5) – More damage resistances is useful and reaction attacks will be occasionally handy. This could be a bit situational as you only gain the benefits when facing the right enemies but you can change the resistances each long rest. It’s maybe less useful for rogues who tend to be quite evasive so attract less attacks.
- Boon of exquisite radiance (1/5) – HoF – Rogues rarely deal radiant damage and even when they can, it’s rarely better than dealing sneak attack damage. Preventing creatures turning undead is hardly ever useful.
- Boon of fate (5/5) – Regular manipulation of d20 rolls is good for anyone and once per rest is definitely nice.
- Boon of fluid forms (5/5) – HoF – Most creatures you could transform into won’t be worth it as they’ll reduce your capabilities (other than some utility). However, a few creatures, like a froghemoth, are worth the transformation. If you pick your forms wisely, this can be really good and a bundle of extra hit points to survive with.
- Boon of fortitude (3/5) – Some decent extra resilience. Especially if you pair this with something like bloodlust, that will let you heal yourself more regularly. Not that it’s a huge amount.
- Boon of fortune’s favour (4/5) – HoF – Reroll a saving throw every round. Really great resilience feature.
- Boon of irresistible offense (3/5) – Bludgeoning, piercing and slashing damage are resisted reasonably often and rogues are often limited to these damage types so this is quite a useful option. The extra critical hit damage is fine, but very small compared to the rest of the damage you’ll be dealing and quite infrequent.
- Boon of looming shadows (4/5) – ABoH – The extra reach is nice for hit and run tactics and dodging as a bonus action can be handy, especially as you likely have less need to use disengage with your extended reach.
- Boon of misty escape (1/5) – ABoH – Just a terrible feat.
- Boon of poison mastery (3/5) – HoF – The resilience to poison attacks is nice as they are quite common. The poison damage boost is OK, but a vanilla rogue doesn’t have much in the way of poison damage. An assassin has envenom weapons for 2d6 of poison damage which would average an extra 5 damage per turn. It’s possible to get poison damage through weapons and even feats so you’d need to take something like these to get the most from this feat.
- Boon of recovery (5/5) – Loads of extra resilience here. I think this is much better than the boon of fortitude as your hit points will be high enough to recover to more than 40HP, by quite a bit. The healing option is also really handy.
- Boon of revelry (1/5) – HoF – Not a great spell for anyone.
- Boon of skill (2/5) – You probably already have skills you specialise in and others will have the same. Even with proficiency, at this level, you probably won’t be the best at many of these things. Not sure proficiency in all skills is necessary but it can still be useful.
- Boon of speed (4/5) – More speed is great, escaping grapples is handy but a little situational. I like the boon of dimensional travel better as the speed is the same but teleportation will get you out of grapples and reach without disengaging. This does have the benefit of being used whenever you like on your turn rather than after you take the attack action though.
- Boon of spell recall (2/5) – Pointless on most rogues, but even on an arcane trickster, this doesn’t do loads as it only works on 25% of spells cast
- Boon of terror (2/5) – HoF – Immunity to the frightened condition is handy. This is perhaps only good on the Scion of the three who has strike fear for regularly frightening enemies, but they’d also need to be a charisma build which is tricky on a Scion of the three that also needs to invest in intelligence.
- Boon of the bright sun (5/5) – HoF – Loads of extra temporary hit points for the whole party is just excellent.
- Boon of the furious storm (2/5) – HoF – Lightning and thunder damage isn’t common enough to take this for the resistances alone and you probably won’t deal enough lightning and thunder damage to make this worthwhile.
- Boon of the night spirit (5/5) – Shadows are a pretty good place for rogues to be. Invisibility will give you at least advantage on an attack and some safety if timed right too. It also makes you better at stealth. The damage resistances are quite substantial. Just remember it’s all limited to being in shadows so works best on rogues dodging in and out of the shadows (which should be a lot of them).
- Boon of the soul drinker (4/5) – HoF – A couple of decent resistances and some pretty big healing. Creatures dying around you shouldn’t be a problem. Good resilience boon.
- Boon of truesight (4/5) – Really good when you face something you can’t see or illusions but that won’t be all the time. It’s important someone can deal with this stuff and this is the most profound way to do it, just be aware you won’t use it loads.
