Inspired by the number of potential feats across DnD- and OSR-dom, I came up with "badass normal", OSR-compatible feats for Shadowdark. Part 1 of this series had Fighter feats. Today let's talk Thieves. Some background from last time:
I noticed that when leveling up in Shadowdark, every other level you do not roll for a Talent. In my games, I now allow players the option to take Feats every even level (2nd, 4th, 6th, 8th, and 10th). PCs with Feats will be stronger than PCs without, of course. Throw them in more trouble!
Optionally, players may substitute Feats for Talent rolls on level up (although Feats are generally weaker, by design). Feats may also be given out as a form of treasure.
In designing these feats for Shadowdark, care was taken not to overlap existing base class abilities or spells. These feats can be easily converted to other OSR games.
Now, on the next week of the holidays, I bring you 30 tricky feats for Thieves. Enjoy!
Feats followed by a * may be taken more than once. Any class restrictions on feats are included in the Feat name, with [Brackets].
Thief Feats
1- Acrobat: Climb and balance checks are one DC step
easier (-3). Fall under 50 ft? An easy DEX save halves damage and you land on
your feet.
2- Blade in the Dark: once per combat, reroll a
failed melee attack with a Finesse weapon.
3- Bombardier: +2 to hit when throwing potions, oils,
or explosive brews or bombs. You are expert at carrying them, and roll with
advantage on checks to avoid smashing them or setting them off.
4- Cat’s Reflexes: +2 to Initiative rolls, and reroll
nat 1 initiative rolls.
5- Fast Hands [Thief]: You may attempt two thief
actions (e.g., pickpocket) on your turn.
6- Friends in Low Places: You know people in the bad
parts of town. They can help-for a price.
7- High Society: You know the rich. They can
help-with strings attached.
8- Houdini: Escape manacles or prison cells in 1d4
minutes (no roll). If you are recaptured and steps are taken to stop you,
your next escape takes 1d4 hours, then 1d4 days, months, years, etc.
9- Light Tread: Sneaking silently is one DC step
easier (-3): roll DEX. If you move slowly, you do not have disadvantage
on sneaking silently in total darkness. With an hour to prepare, you can
arrange and pad medium armor so that it doesn’t give disadvantage on Stealth
for one hour.
10- Martial Artist*: Your unarmed hits do d4 damage +
STR (or DEX) bonus. Taking this again increases the damage die size (d6,
etc).
11- Master of Disguise: Disguise checks are one DC
step easier (-3). Spend 1 Luck to suddenly “appear” in a scene you were
secretly already in (if feasible).
12- Mocker: You can mimic voices, sounds,
calls-almost anything.
13- Nimblefingers: Pickpocket checks (DEX) are one DC
step easier (-3). Spend 1 Luck to suddenly remember that you have a small, non
magical item in your pocket.
14- Prince Charming: You have learned to be
“charming”. +2 to CHA rolls for first impressions and reaction rolls.
15- Poisoner: Advantage on checks for making or
identifying poisons.
16- Quick Cut: Once per combat, make a second melee
attack with a Finesse weapon.
17- Read Languages: Poorly read most languages: 4 in
6 chance to roughly understand maps, texts, or magical scrolls. You can slowly
cast magical scrolls you understand: if you pass the spell check (INT), casting
takes 1 round per spell level.
18- Safecracker [Thief]: Lockpicking checks (DEX,
with tools) are one DC step easier (-3). You always have lockpicking
tools squirreled away somewhere.
19- Scavenger: When you search a body, lair, or ruin,
you always find one minor useful item (GM decides).
20- Setting Traps: Traps take 1d4 rounds and INT
check to set. Trap detect/disarm DC = 10 + your level. Traps deal your weapon
damage, trip, alert with noise, or as arranged with GM.
21- Shadowfriend: Hiding in deep shadow (DEX) is one
DC step easier (-3). If you move slowly, you do not have disadvantage on hiding
in total darkness.
22- Silent Climber: When climbing, you make no noise.
If you pass your climbing check you do not need to roll to move silently, and
you do not have disadvantage climbing in the dark.
23- Smoke Bomb* [Thief]: While resting, craft a small
smoke bomb; it works for two days. On your turn, drop it for a
personal smoke cloud. You vanish from view until the start of your next turn,
if you stay Close. Taking this again: increases bomb lifespan by 1 day and
increases either A) your cloud size to Near or B) smoke duration by 1 turn.
24- Stuck In [Thief]: After you backstab, you may
leave your weapon in the wound. It takes an action or move to remove. If the
target does not remove it, they take automatic weapon damage at the end of
their next turn(s).
25- Thief’s Light [Thief]: While resting,
ready a small dark lantern or similar item (1 hour of light). It sheds dim
light to CLOSE for two people. Others can only detect its glow from Near
when you use it, or Far if someone else does. Light can be lit or snuffed
as an action.
26- Trained Ear: You hear much more than most. Make a
WIS check to listen out to NEAR.
27- Underworld Contact: In every city, you know a criminal contact who will trade info or goods (GM decides prices).
28- Untrained Cutter: Use your action to perform
butcher’s first aid on an unmoving ally for 1d6 HP; they lose 1d6 HP at the end
of combat as the adrenalin wears off and the pain sets in.
29- Wall Runner: When within Close of a wall, you may
run along it for 1 turn; you do not touch any floor traps or hazards.
30- Wise Arse: Once per fight, taunt an enemy. They
make a CHA check or lose their cool.

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