Rogues avoid direct confrontation in favor of creeping up on someone and catching them by surprise.
Because rogues have a diverse variety of expertise, their distinct talents and abilities enable them to be highly adaptable. The majority, on the other hand, are skilled at overcoming all kinds of difficulties, from unlocking doors and disarming traps to avoiding magical hazards and fooling people who lack common sense.
Thanks to their diverse tool kit, rogues can fill several roles in a party, from scouts to assassins, skulks, and cut-throats. This makes choosing feats for them rather difficult since you might be tempted to exploit this varied skill set to the limit.
Worry not, we’ve made a list to help you narrow these choices to a more manageable number, all so you can pick the feats that work the best for you.
Keep in mind that feats are an optional rule, so make sure that your table allows them before picking them off of this list.
10. Lucky
Being fortunate can tremendously benefit anyone. It allows the player to use a luck point to reroll any attack roll, ability check, or saving throw. When attacked, players can use their "luck" to their advantage by forcing a reroll and possibly causing an opponent attack to miss.
No adventure could just discard Lucky. Although I won't say it's the best feat, it should always be considered if your stats are high enough and you don't like the other feats. Its simplicity appeals to players who already have many character options to remember.
Details: http://dnd5e.wikidot.com/feat:lucky
9. Alert
The +5 Initiative boost is amazing. Rogues need to move quickly, so taking the initiative can help them position themselves before chances pass them by. Move first, rush into position, and backstab the most dangerous foes.
It also prevents adversaries from having an advantage over you because you can't see them. This not only helps you avoid surprise hits like the ones mentioned above, but it also has the potential to compensate for the advantage that invisible opponents have over you.
Details: http://dnd5e.wikidot.com/feat:alert
8. Mobile
When you can catch up to all your foes, your action economy grows.
You can take advantage of the rogues' cunning action. Attack an opponent before retreating to force them to follow you. Because of your quick movement, they will find it difficult or impossible to keep up with you. Your quickness and kiting will quickly annoy any opponent who just employs melee blows.
Details: http://dnd5e.wikidot.com/feat:mobile
7. Skilled
Using the Skilled feat, the player can master any three-skill or three-tool combination. Because of these benefits, the rogue is one of the most skill-focused classes in D&D. From the first level, rogues can employ thieves' tools and four of their choice of abilities.
Details: http://dnd5e.wikidot.com/feat:skilled
6. Fighting Initiate
While rogues are hardly front-line combatants, they can become even more dangerous in battle by acquiring the Fighting Initiate feat. Players can choose a Fighting Style with this feat, like Blind Fighting, duelist or archery to increase the efficiency of the more common rogue’s combat tactics.
Details: http://dnd5e.wikidot.com/feat:fighting-initiate
5. Skulker
For rogues that like moving through the shadows both during and after battle, Skulker is the ideal feat.
Dim light no longer penalizes Perception checks that rely on sight for rogues tasked with scouting ahead in dark tunnels.
Rogues can conceal themselves from adversaries even when they are just somewhat concealed thanks to Skulker, letting them make the most of their cunning action to hide.
Details: http://dnd5e.wikidot.com/feat:skulker
4. Fey touched
You can become Fey Touched to become even more mobile, this time using teleportation skills.
You get one point for wisdom or charisma, as well as the famed Misty Step and a level-one spell from either the divination or enchantment schools that you can perform once every long rest.
When you need to move quickly, such as to bridge a distance or escape an ogre's headlock, you may always employ Misty Step. You have the option of using the first-level spells Bless, Hunter's Mark, or Hex.
Details: http://dnd5e.wikidot.com/feat:fey-touched
3. Crossbow Expert
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This Feat is a fantastic option to battle from a distance or as a sniper. You are able to safely shoot your hand crossbow twice in a single round but bear in mind that you will need a free hand to manage the ammo.
Along with other feats, this is frequently chosen by individuals who want to be more of a ranged rogue warrior. This feat works nicely with the Sharpshooter Feat to increase your hand crossbow's ranged attack.
Details: http://dnd5e.wikidot.com/feat:crossbow-expert
2. Sharpshooter
Even if they are not within five feet of a victim, rogues may do substantial damage. Sneak Attack applies as long as rogues have advantage in their attack, or an ally is within five feet of their target.
Rogues with the Sharpshooter feat can snipe opponents from a safe distance.
Ranged weapon attacks ignore cover, there are no penalties for attacking from a distance, and the player can choose between a -5 penalty to their attack roll and an extra +10 damage on that attack with this achievement.
Details: http://dnd5e.wikidot.com/feat:sharpshooter
1. Actor
Up until this point, the Feats have been mostly focused on battle and scouting, but seasoned players are aware that campaign success requires more than just being a skilled warrior.
The Actor feat gives you the ability to imitate another person's speech or animal noises for up to a minute at a time. You may emulate that individual in various ways if you've heard them talk.
This is particularly good for rogues, since they can infiltrate enemy strongholds undercover, stealing the dark lord’s plans.
Details: http://dnd5e.wikidot.com/feat:actor
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