At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power or rogue paragon path power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Strength modifier to the damage roll.
When you make an attack with a club, a mace, a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting combat advantage to you, that enemy takes 2d8 extra damage. You can deal this extra damage only once per turn.
You gain a +4 feat bonus to initiative.
The extra damage dice from your Sneak Attack class feature increase from d6s to d8s.