Defensive Duelist allows a reaction that lets you ad your proficency bonus to your AC if you are hit with a melee weapon till your next round as long as you are holding a finese weapon. Basically a Dexterity characters version of a shield spell every round and it grows as you level.
I personally would pick Piercer to reroll damage, Speedy for hit-and-run tactics, and either Sharpshooter, if you are using a bow, or Sentinel, to get an attack and possibly extra sneak attack as enemies approach you.
DO NOT TAKE DEFENSIVE DUELIST. YOU HAVE UNCANNY DODGE, WHICH IS MORE RELIABLE AND HAS THE SAME COST. I REPEAT, DO NOT TAKE DEFENSIVE DUELIST.
I personally would pick Piercer to reroll damage, Speedy for hit-and-run tactics, and either Sharpshooter, if you are using a bow, or Sentinel, to get an attack and possibly extra sneak attack as enemies approach you.
DO NOT TAKE DEFENSIVE DUELIST. YOU HAVE UNCANNY DODGE, WHICH IS MORE RELIABLE AND HAS THE SAME COST. I REPEAT, DO NOT TAKE DEFENSIVE DUELIST.
I disagree. Uncanny Dodge halves the damage you take from a hit. Defensive Duelist can negate a hit altogether, plus it continues to work until you start your next turn, so it may negate more than one hit in a round.
My top Rogue Feats in no particular order:
Defensive Duelist - Add your proficiency bonus to your AC as a reaction
Mage Slayer - Basically Legendary Resistance the feat
Fairy Trickster - Impose disadvantage on the enemies saving throws for a round; a great way to help your other party members if they have some good control options
Skulker - 10 foot Blindsight, don't reveal yourself if you are hidden and miss a ranged attack
Sentinel/Zhentarim Tactics (Melee) - Help you get attacks as a reaction, either when you (Zhentarim Tactics) or your friends (Sentinel) are hit by an attack.
Sharpshooter (Ranged) - Ignore half and three-quarter cover for ranged attacks
Speedy (Melee) - Increased move speed, Opportunity Attacks have disadvantage against you. As a Tabaxi you could combine it with Feline Agility and Cunning Action to move up to 240 feet in a turn (Feline Agility + Dash + Cunning Action Dash)
Charger (Melee) - A bit of a niche choice, but the pushback when you hit an enemy after moving up to them keeps you from needing to use your Bonus Action to Disengage, letting you use it to Dash instead and cover more ground; works pretty well for a hit-and-run melee style
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty. Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers; Sing too of Chromatic Tiamat, painting all over the infinite canvas. Partnered, they woke in the darkness; partnered, they labored in acts of creation.
I personally would pick Piercer to reroll damage, Speedy for hit-and-run tactics, and either Sharpshooter, if you are using a bow, or Sentinel, to get an attack and possibly extra sneak attack as enemies approach you.
DO NOT TAKE DEFENSIVE DUELIST. YOU HAVE UNCANNY DODGE, WHICH IS MORE RELIABLE AND HAS THE SAME COST. I REPEAT, DO NOT TAKE DEFENSIVE DUELIST.
I disagree. Uncanny Dodge halves the damage you take from a hit. Defensive Duelist can negate a hit altogether, plus it continues to work until you start your next turn, so it may negate more than one hit in a round.
My top Rogue Feats in no particular order:
Defensive Duelist - Add your proficiency bonus to your AC as a reaction
Mage Slayer - Basically Legendary Resistance the feat
Fairy Trickster - Impose disadvantage on the enemies saving throws for a round; a great way to help your other party members if they have some good control options
Skulker - 10 foot Blindsight, don't reveal yourself if you are hidden and miss a ranged attack
Sentinel/Zhentarim Tactics (Melee) - Help you get attacks as a reaction, either when you (Zhentarim Tactics) or your friends (Sentinel) are hit by an attack.
Sharpshooter (Ranged) - Ignore half and three-quarter cover for ranged attacks
Speedy (Melee) - Increased move speed, Opportunity Attacks have disadvantage against you. As a Tabaxi you could combine it with Feline Agility and Cunning Action to move up to 240 feet in a turn (Feline Agility + Dash + Cunning Action Dash)
Charger (Melee) - A bit of a niche choice, but the pushback when you hit an enemy after moving up to them keeps you from needing to use your Bonus Action to Disengage, letting you use it to Dash instead and cover more ground; works pretty well for a hit-and-run melee style
I personally would pick Piercer to reroll damage, Speedy for hit-and-run tactics, and either Sharpshooter, if you are using a bow, or Sentinel, to get an attack and possibly extra sneak attack as enemies approach you.
DO NOT TAKE DEFENSIVE DUELIST. YOU HAVE UNCANNY DODGE, WHICH IS MORE RELIABLE AND HAS THE SAME COST. I REPEAT, DO NOT TAKE DEFENSIVE DUELIST.
DO TAKE DEFENSIVE DUELIST.....it completely negates damage until your next turn for potentially multiple hits. Depending on your level it literally raises your AC by 3, then 4, then 5 , then 6 points as a reaction to a hit.
I personally would pick Piercer to reroll damage, Speedy for hit-and-run tactics, and either Sharpshooter, if you are using a bow, or Sentinel, to get an attack and possibly extra sneak attack as enemies approach you.
DO NOT TAKE DEFENSIVE DUELIST. YOU HAVE UNCANNY DODGE, WHICH IS MORE RELIABLE AND HAS THE SAME COST. I REPEAT, DO NOT TAKE DEFENSIVE DUELIST.
DO TAKE DEFENSIVE DUELIST.....it completely negates damage until your next turn for potentially multiple hits. Depending on your level it literally raises your AC by 3, then 4, then 5 , then 6 points as a reaction to a hit.
Do NOT take defensive duelist... At least not before understanding it better than these users do.
Uncanny dodge is a very reliable option, and is often going to be your main option for your reaction. It is also important to note that it works against melee, ranged, and attack spells so It is almost always your best option for damage reduction, especially as it already comes in the Rogue's abilities and doesn't require a specific build.
Defensive Duelist however is much more limited. It only works against melee,which already rules out defense from the majority of damage you are going to receive (both ranged and spells combined), and requires you wield a finesse weapon. Even with these downsides (Being limited in build and enemy defense), it also isn't guaranteed to protect you. Only raising you AC by your proficiency which is not enough of an increase to warrant taking this feat.
Also, Leaf_Onwind stated that this feat will protect you from multiple hits which might be true in 5.5e, but in 5e you can only use this feat to defend against one. You didn't state your edition so I thought I'd mention.
Hope this helps!
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i have a level ten taxbaxin (the cat people) rogue assassin and my dm said i can have any three feats i was wondering what i should get
Defensive Duelist allows a reaction that lets you ad your proficency bonus to your AC if you are hit with a melee weapon till your next round as long as you are holding a finese weapon. Basically a Dexterity characters version of a shield spell every round and it grows as you level.
I personally would pick Piercer to reroll damage, Speedy for hit-and-run tactics, and either Sharpshooter, if you are using a bow, or Sentinel, to get an attack and possibly extra sneak attack as enemies approach you.
DO NOT TAKE DEFENSIVE DUELIST. YOU HAVE UNCANNY DODGE, WHICH IS MORE RELIABLE AND HAS THE SAME COST. I REPEAT, DO NOT TAKE DEFENSIVE DUELIST.
I disagree. Uncanny Dodge halves the damage you take from a hit. Defensive Duelist can negate a hit altogether, plus it continues to work until you start your next turn, so it may negate more than one hit in a round.
My top Rogue Feats in no particular order:
Defensive Duelist - Add your proficiency bonus to your AC as a reaction
Mage Slayer - Basically Legendary Resistance the feat
Fairy Trickster - Impose disadvantage on the enemies saving throws for a round; a great way to help your other party members if they have some good control options
Skulker - 10 foot Blindsight, don't reveal yourself if you are hidden and miss a ranged attack
Sentinel/Zhentarim Tactics (Melee) - Help you get attacks as a reaction, either when you (Zhentarim Tactics) or your friends (Sentinel) are hit by an attack.
Sharpshooter (Ranged) - Ignore half and three-quarter cover for ranged attacks
Speedy (Melee) - Increased move speed, Opportunity Attacks have disadvantage against you. As a Tabaxi you could combine it with Feline Agility and Cunning Action to move up to 240 feet in a turn (Feline Agility + Dash + Cunning Action Dash)
Charger (Melee) - A bit of a niche choice, but the pushback when you hit an enemy after moving up to them keeps you from needing to use your Bonus Action to Disengage, letting you use it to Dash instead and cover more ground; works pretty well for a hit-and-run melee style
Greetings Titan_of_the_gods,
As you didn't state which version you are currently playing, I linked both.
RPGBOT Assassin Rogue Guide 5e
RPGBOT Assassin Rogue Guide 5.5e
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty.
Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat, painting all over the infinite canvas.
Partnered, they woke in the darkness; partnered, they labored in acts of creation.
Excellent list and spot on for Defensive Duelist.
DO TAKE DEFENSIVE DUELIST.....it completely negates damage until your next turn for potentially multiple hits. Depending on your level it literally raises your AC by 3, then 4, then 5 , then 6 points as a reaction to a hit.
Do NOT take defensive duelist... At least not before understanding it better than these users do.
Uncanny dodge is a very reliable option, and is often going to be your main option for your reaction. It is also important to note that it works against melee, ranged, and attack spells so It is almost always your best option for damage reduction, especially as it already comes in the Rogue's abilities and doesn't require a specific build.
Defensive Duelist however is much more limited. It only works against melee,which already rules out defense from the majority of damage you are going to receive (both ranged and spells combined), and requires you wield a finesse weapon. Even with these downsides (Being limited in build and enemy defense), it also isn't guaranteed to protect you. Only raising you AC by your proficiency which is not enough of an increase to warrant taking this feat.
Also, Leaf_Onwind stated that this feat will protect you from multiple hits which might be true in 5.5e, but in 5e you can only use this feat to defend against one. You didn't state your edition so I thought I'd mention.
Hope this helps!