Rogues in operate as they do in by attacking from stealth for massive damage bonuses. Whether choosing to play as one or relying on Astarion, most parties will have a rogue for battle and to handle those tricky locks. So which feats work the best when trying to sneakily save Faerûn as a crafty rogue?
Choosing the best feats in can make a playthrough much easier, but it's easy to get decision paralysis as most classes only get three feats. Rogues, like fighters, are a little luckier and get to choose four feats at levels four, eight, 10 and 12 giving them a few more options. The best feats are those that help and expand on the rogue's role in combat to get the most out of that sneak attack damage.
Rogues tend to be melee fighters, in the thick of the fight and working in coordination with other party members. Sentinel works well for this as it allows the rogue to use their reaction to make melee attacks against enemies who have just attacked an ally nearby. This attack will have an advantage and prevent that enemy from moving, locking them in position ready for the rogue's next round.
A rogue gains a sneak attack by having an ally within five feet/1.5 meters of their target. Sentinel works well with rogues by keeping an enemy fixed as they cannot reposition.
While Sentinel works well for melee, not all rogues prefer going toe to toe with the enemy and might opt for ranged attacks. Sharpshooter is great for this, ensuring that the rogue is never penalized by high-ground rules, which means they won't have a -2 penalty if they are not high enough or if attacking from below.
The Sharpshooter feat also has the toggleable passive feature All In, which imposes a -5 penalty to attack rolls with 's ranged weaponsbut an extra 10 points of damage, which stacks nicely with a sneak attack.
Rogues only wear light armor, which can have downsides when facing off against large groups of enemies in melee. Moderately Armoured grants the rogue the ability to wear medium armor and use
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