In Dungeons & Dragons, the rogue is a character class known for its stealth, deception, and mastery of skills.
Often players decide to choose their character among popular subclasses of Rogue such as Assassin rogue, Human rogue, Tabaxi rogue, halfling rogue, etc. each of these rogue classes fits with many differet feats. The rogue is a multifaceted class with options for dealing damage, scouting ahead, and disabling enemies.
The rogue is a sneaky character who excels at stealth and deception. They are often thought of as Outlaws or thieves but can also be powerful warriors or magical characters. Rogues are known for their agility and cunning, and they are often able to get the better of their foes through quick thinking and reflexes.
Feats are a way to customize further and develop your character. The following is a list of the best feats for a rogue in the fifth edition of Dungeons and Dragons. One of the best things about playing a rogue is the wide variety of skills and feats that you have at your disposal.
What Are 5e Rogue Feats?
The 5e rogue is a character class in Dungeons and Dragons that is typically known for its focus on stealth and trickery. While the rogue class does have several powerful capabilities, it is often overshadowed by other classes in terms of raw damage output and overall utility.
One of the biggest things that set the rogue class apart from other classes is its focus on feats. Feats are special abilities that allow characters to Customize their build to better suit their playstyle.
In the fifth edition of Dungeons and Dragons, there are some different feats that a rogue can take to improve their character. While some of these feats are specific to the rogue class, others are general feats that any character can take.
Choosing the right feats for your rogue can be difficult, as there are many options to choose from.
Best Feats For Rogue 5e To Pick
This Feat is a must-have for any rogue that wants to deal significant damage. With it, you can use your accuracy bonuses to add damage and your Sharpshoot ability to add sneak attack damage to a successful hit while you are hiding or invisible.
Sharpshooter is a great feat to take for Rogues. Sharpshooter is a feat that allows the user to deal an extra 1d6 damage with ranged weapons – this might not seem like much.
Still, when you consider that Rogues often attack from range using crossbows, it can add up to a significant amount of extra damage throughout a battle.
In general, Sharpshooter is most useful in situations where you have the opportunity to deal extra damage – against heavily-armored opponents or those with high health. It is less useful when you need to rely on your stealth or other abilities to survive.
Alert is a feat for rouge 5e, which provides that the rogue will always be alert to danger and cannot be surprised. Alert is one of the many feats that, when taken, give you various bonuses to skills and ability checks based on situational cues.
The Alert feat, which can be taken at level 3 and every 3 levels afterward, will provide players with a new ability called “Alert” that allows them to use their Charisma rather than strength for one of their hits dice when they are attacked.
The benefits of this Feat are numerous, allowing the rogue to avoid traps and ambushes more easily and increase their chances of survival in combat.
The downside to this Feat is that it requires a high level of vigilance, which can be taxing on the rogue’s mental resources. Overall, however, the Alert feat is a valuable tool for any rogue looking to survive and thrive in the dangerous world of Dungeons and Dragons.
This new Feat gives you a couple of benefits. First, it increases your speed by 10 feet when you’re not wearing armor. Second, it gives you the ability to take the Dash action as a bonus action on your turn.
In addition, if you have the Uncanny Dodge feature, Mobile lets you choose to drop prone instead of becoming restrained or grappled when an attacker tries to grapple you.
The benefits of this Feat are clear. It allows rogues to be even more Mobile and agile than they already are, making them even better at avoiding being hit in combat. It also gives them the ability to make quick getaways if necessary.
Overall, Mobile is an excellent feat for rogues and any other character who values mobility and wants to avoid being restrained or grappled in combat.
This Feat allows Rogues to make two attacks with their daggers when they Surprise an opponent. Initiate is one of the best Feats for Rogue 5e characters because it allows them to make two attacks with their daggers when they surprise an opponent.
This can be a very effective way to take down enemies, especially if you can catch them off guard. One of the best things about being a Rogue is that you have a lot of options when it comes to Feats.
You can choose Feats that help you be more stealthy or Feats that allow you to deal more damage. It all depends on what you want to do with your character. If you’re looking for a Feat that will help you take down enemies quickly and efficiently, then Initiate is one of the best Feats for Rogue 5e characters.
Skulker is one of the best Feats for rouge 5e in dungeons and dragons. It allows you to hide better and makes it easier to sneak up on enemies. This is incredibly useful for any rouge that wants to get the jump on their opponents.
If you’re looking to play a rouge in dungeons and dragons, then Skulker is the Feat for you. It provides a significant advantage in combat and can easily help you turn the tide of battle. So if you’re looking to play a sneaky and deadly rouge, Skulker is the way to go.
Skilled is the best Feat for rouge 5e in dungeons and dragons. It allows you to re-roll a skill check that you failed, but there’s a limit. You can only do it once per day and only once per skill.
You can use this Feat to your advantage in several ways. For example, if you’re trying to sneak past a guard and you fail your stealth check, you can use this Feat to try again.
Or, if you’re trying to disarm a trap and fail your sleight of hand check, you can use this Feat to try again. This Feat can be incredibly useful in several situations. It’s worth taking if you’re planning on playing a rouge in Dungeons and dragons.
7. Fey Touched
There are many reasons why Fey Touched is the best Feat for rouge. For starters, it gives you a +1 on all your ability scores, which is always helpful.
It also gives you resistance to cold and fire damage, which can be quite useful depending on the type of campaign you’re running. Finally, it gives you the ability to see in darkness, which can be extremely helpful if you’re planning on doing any stealthy activities.
Fey Touched is an incredibly strong feat that any rouge should consider. It provides a significant boost to your overall power level and can help you survive in a variety of situations. Fey Touched is the way to go if you’re looking for a way to take your rouge game to the next level.
This Feat gives you several benefits that make it ideal for a rogue actor. First, it increases your Charisma by 1 point.
This is important for two reasons: first, because it increases your social skills, and second because it is the key ability score for many of the rogue’s class features.
Next, the Actor feat gives you access to two powerful class features: Expertise and Sneak Attack.
Expertise is a class feature that allows you to choose two skills in which you have proficiency. You then double your proficiency bonus for those skills.
This is a great way to boost your social skills, as it effectively gives you a +4 bonus to persuasion and deception. Overall, the Actor feat is an excellent choice for a rogue actor. It gives you increased social skills and combat abilities, making it a great all-around feat.
9. Shadow Touched
It’s an excellent feat that allows you to get extra pieces of loot, which can be a huge source of money. The biggest advantage of shadow touched is that it allows you to get an extra piece of loot from creatures you kill.
This can be a very big source of money, as it can allow you to get rare and valuable items that you wouldn’t be able to get otherwise.
In addition, shadow touched also gives you a small bonus to your damage and armor class. These are very useful bonuses to help you survive and thrive in combat.
Overall, shadow touched is an excellent feat that is worth taking if you’re looking to get the most out of your rouge 5e in dungeons and dragons.
Sentinel is a feat for rouge 5e in dungeons and dragons. It’s great because it benefits the player while they are on the defensive, meaning you don’t have to attack to gain the Feat’s benefits constantly.
The main benefit of Sentinel is that it allows you to attack anyone who moves within 5 feet of you, regardless of whether they are hostile or not. This can be great for disrupting enemy movement and preventing them from getting close to your allies.
Additionally, Sentinel gives you a +1 bonus to AC and damage rolls against any creature you hit with an opportunity attack.
Overall, Sentinel is an incredibly strong feat for rouges in 5e dungeons and dragons. It provides great benefits on both the offensive and defensive and can easily disrupt enemy movement and prevent them from getting close to your allies. If you are looking for a feat that will make you a better rouge, look no further than Sentinel!
11. Inspiring leader
An inspiring leader is the best Feat for rouge 5e in dungeons and dragons. This is because the rouge class is one of the best suited for leadership roles. The rogue class has many abilities and skills that make them perfect for leading a party of adventurers.
They can easily gain the trust of their allies and can use their charm and wit to convince others to follow their lead.
Rouges are also natural-born survivors and are very resourceful. This makes them perfect for leading a party through dangerous environments.
Lastly, rouges have access to several powerful abilities that can help them control a battlefield or even turn the tide of battle in their favor.
12. Mage slayer
Mage slayer can be a great feat for rouge 5e in dungeons and dragons to kill spellcasters like a sorcerer. Mage Slayer is a great feat for rouges in 5e to kill spellcasters.
It gives you two benefits. First, when you hit a creature with a melee weapon attack, the creature takes an extra 1d6 damage if it’s a spellcaster.
Second, you have an advantage on attacks against creatures that haven’t taken their turn yet in combat. This can be great against spellcasters because they often rely on being able to cast their spells without being disrupted.
DND 5e Rogue Feats To Avoid
1. Dungeon Delver
A dungeon delver is a character who specializes in exploring dungeons. They’re usually heavily armored and carry a lot of equipment, including rope, lanterns, spikes, and other tools that can help them navigate a dungeon.
Dungeon delvers are often skilled in Acrobatics and Athletics and usually have high Strength and Constitution scores.
They might also have some skills in Perception and Stealth, which can help them avoid traps and find secret doors. While dungeon delvers can be useful members of a party, there are some potential problems you should be aware of before allowing one in your game.
First, dungeon delvers tend to be loners. They’re not interested in interacting with other characters except insofar as those characters can help them get where they’re going. This can make them difficult to work within a party context.
Second, dungeon delvers are often quite reckless. They’re willing to take risks that other characters might not be, and this can lead to dangerous situations for the whole party.
Third, dungeon delvers tend to hoard their treasure. They’re not interested in sharing the wealth, even with their teammates. This can create tension within the party.
2. Dual wielder
The dual wielder feat is a feat that is often taken. It may be useful, but it has some significant drawbacks. First, the Feat requires that you have a weapon in each hand. This means you cannot use a shield, which can be a significant disadvantage.
Second, the Feat imposes a -2 penalty to your attack rolls. This can be a serious problem if you are trying to hit a moving target. Third, the Feat gives you no bonus to damage. This is not a huge problem, but it is worth considering.
Fourth, the Feat does not allow you to use two-handed weapons. This can be a significant drawback if you want to use a two-handed weapon. Finally, the Feat has no special benefits. It simply allows you to use two weapons.
Overall, the dual wielder feat is not particularly powerful or useful. There are better feats available, and you should avoid taking this Feat if possible.
3. Weapon Master
This article discusses the lack of balance in weapon mastery and why it is not worth picking. Weaponmaster is a feat that gives you a +1 to hit and damage with all weapons. It also gives you the ability to make an extra attack per round with any weapon.
The problem with this Feat is that it is too powerful. The +1 to hit and damage is nice, but the extra attack is just too good. It allows you to deal with a lot of damage very quickly and makes it very difficult for your opponents to defend themselves. The other problem with this Feat is that it is not very well balanced.
Other feats give you a similar bonus but don’t give you the extra attack. This makes weapon master much better than those other feats and makes it hard to justify not taking it.
Overall, weapon master is a feat that is too powerful and not well balanced. It is not worth taking; you should avoid it if you can.
4. Marial adept
Martial Adept is a feat meant to be taken by characters who can attack with the power of their ki. The problem is that these characters already have other options for those abilities. Martial Adept is a poor feat because it requires the character to have a base attack bonus of +6.
This means that the character must already be pretty high level before they can even take the Feat. By the time a character reaches this level, they will already have other options for attacking with their ki. Moreover, it only allows the character to use their ki for a limited number of attacks.
The character can only make two attacks with their ki per round. This might seem like a lot, but it really isn’t when you consider how often characters need to attack in combat. To add on it has a prerequisite of Martial Arts I.
This means that the character must already have a fair amount of experience in martial arts before they can even take the Feat. This is yet another example of how this Feat is meant for high-level characters who already have other options available to them.
In conclusion, Martial Adept is a poor choice for a feat in Dungeons and Dragons. There are simply better options available to characters who want to attack with their ki.
The rogue is a highly versatile class, capable of filling multiple roles in a party. While their primary focus is on stealth and subterfuge, they are also adept at combat and can serve as effective frontline fighters when necessary.
When choosing feats for your rogue, you should consider which aspects of the class you wish to emphasize. If you want to be a master of stealth and deception, feats like Silent Movement and Improved Feint will be invaluable.
For those who prefer a more direct approach, feats like Weapon Focus ( Daggers) and Two-Weapon Fighting will give you an edge in combat. Whatever route you choose, plenty of great feats are available to improve your rogue’s effectiveness further. So get out there and start adventuring!