regardless of the Rogue ‘s subclass, they will have good about everything they need to be an indispensable asset to the perch of their party. That being said, there are some useful feats that make a Rogue even more valuable .
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Reading: The Best D&D Feats for Rogues
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Skulker Makes a Stealthy Rogue Even Stealthier
One of the samara aspects of the Rogue class is the ability to sneak around undetected — specially when setting up a knock-down Sneak Attack from the shadows. Well-built Rogues have the skillset to do merely that, but it never hurts to maximize that ability with a feat like Skulker. Skulkers are experts when it comes to moving through the shadows and can attempt to hide even when they are only lightly obscured .
Skulker besides protects a obscure rogue from revealing their position should one of their roll attacks go amiss and miss the prey. Because they are basically one with the shadows, they no longer have disadvantage on Perception checks relying on view in dimmed inner light. As a prerequisite, the Rogue ‘s Dexterity must be at least 13, which should n’t be an issue if the character was built properly from the start .
The Slasher Feat Improves Bladed Weapon Attacks
A lot of Rogues rely on their ability to wield daggers in melee battle situations, and the Slasher feat bolsters their bladed attacks in a big way. First and foremost, the feat allows the Rogue to boost their core stat ( Dexterity ) by one, and if their DEX is already maxed out, they can boost Strength rather. In addition to the stat boost, they can reduce an enemy ‘s accelerate by 10 once per round if they hit with an attack that deals slashing damage .
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If the Rogue makes a critical shoot against a creature with a slashing attack, that creature will be then grievously wounded that its ability to attack is impaired. The animal has disadvantage on all attack rolls until the beginning of the Rogue ‘s adjacent turn .
Poisoner’s Can Add Deadly Damage to Their Attacks
Rogues and poison seem to go hand in hand, which makes taking the Poisoner feat a must. not only does the Rogue gain proficiency with the Poisoner ‘s Kit ( assuming they do n’t already have it ), but they can besides apply poison to their weapons and ammunition using a bonus legal action rather of an action. That means they can take quick advantage of their newly poisoned weapon to reap extra damage on the lapp turning and potentially poison an enemy until their next turning .
Adding poison damage to a Rogue ‘s arsenal stacks up nicely with fink attack damage. If the target fails their fundamental law saving throw and becomes poisoned, they have disadvantage on all assail rolls and ability checks .
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Other Useful Feats for Rogues
Alert is big for Rogues because it gives them an extra +5 to their Initiative Bonus, which potentially puts them at the top of Initiative so they can get the fell on unsuspecting enemies. Depending on the Rogue ‘s subclass, with the Alert feat, they could potentially take an foe out permanently during a surprise beat before fight even starts. Alert Rogues besides ca n’t be surprised, and attackers do n’t gain advantage on attacks against them when the Rogue ca n’t see them .
double Wielder allows a Rogue to doubly arm themselves, and having a dagger in each hired hand means more damage. They can besides gain an extra +1 to their Armor Class, which is never a bad thing. last, Mobile increases the Rogue ‘s bowel movement amphetamine by 10, and they can use the dart action in difficult terrain to avoid the disadvantages it typically poses. When targeting an enemy with a melee attack, they ca n’t make opportunity attacks against the Rogue, even if the fire misses .
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