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The 15 Best Rogue Feats in D&D 5e [Ranked]

The 15 Best Rogue Feats in D&D 5e [Ranked]

Rogues are known for their skill and tool proficiencies, stealth, and high single-target damage.

Since Rogues already have quite the versatile kit, it’s no surprise that its best Feats include further additions to its skills, damage, or stealth.

There are definitely a few Feats that all Rogues should consider, as they can have some serious value when used properly.

Best Rogue Feats in 5e

15. Magic Initiate


Choose a class: Wizard, Warlock, Sorcerer, Druid, Cleric, Bard. Learn any two Cantrips from the class you chose.

Also, choose a 1st-level spell from the class’s spell list. Using this feat allows you to cast the chosen spell at its lowest level. A long rest allows you to use the spell in this way again.

Spellcasting ability depends on the chosen class: Intelligence for Wizard, Wisdom for Cleric or Druid, and Charisma for Bard, Sorcerer, or Warlock.


Magic Initiate gives you access to some exceptional Cantrips that fit well with the Rogue, like Booming Blade (combined with Sneak Attack) and Green-Flame Blade (extra damage and second target damage).

The 1st-level spell should mainly be used for buffs that have long durations, like Mage Armor.

14. Ritual Caster


You’ve learned a few spells that you can cast as rituals. These spells are all written in a ritual book, which you must keep in hand while casting a spell.

Choosing this feat gives you a ritual book with two 1st-level spells you choose. Choose one of these classes: Wizard, Warlock, Sorcerer, Druid, Cleric, or Bard. The spells must be chosen from that class’s spell list, and the spell must have a ritual tag.

The class you chose determines the spellcasting ability modifier for your spells: Intelligence for a Wizard, Wisdom for Clerics and Druids, and Charisma for Bards, Sorcerers, and Warlocks.

Coming across a written spell, like a wizard’s spellbook or a magical spell scroll, might allow you to add it to your ritual book. However, the spell must be on your chosen class’s spell list, the spell’s level cannot be higher than half your character level (rounded up), and it must be a ritual spell.

Copying a spell takes 2 hours per level of that spell, costing 50 GP power level. The cost represents the Material component you’ll need to expend as you try to master the spell and the rare inks used to plot it down.


Ritual Caster works well on an Arcane Trickster as it gives them a lot more useful utility to use.

Find Familiar is a good spell to take with this Feat, and if you’re acting as a Scout, the Owl will be your best bet.

13. Eldritch Adept


By studying occult lore, you’ve unlocked eldritch power within yourself, learning one Eldritch Invocation option you choose from the Warlock class.

If you choose an invocation with a prerequisite, the invocation can only be taken if you’re a Warlock and only if you meet its prerequisite.

Whenever you gain one level, you may replace your chosen invocation with another invocation from the Warlock class.

Note: You must have the Spellcasting or Pact Magic feature to take this Feat.


Eldritch Adept gives you access to a ton of Eldritch Invocations to choose from, which builds on your versatility.

Various invocations like Devil’s Sight, Eldritch Mind, Eldritch Sight, or Beguiling Influence are some of the options you can use to empower your Rogue.

12. Poisoner


You’ve learned to prepare and administer deadly poisons, letting you gain benefits:

  • Damage rolls you make ignore resistance to Poison damage.
  • By using a Bonus action, you coat a weapon in poison instead of using an action.
  • Gain proficiency with the Poisoner’s kit (if you don’t have it already), and by working one hour with the kit and expending 50 GP worth of materials, you create a number of potent poison doses that are equal to your Proficiency bonus.

If applied to a piece of ammunition or weapon, the poison retains its potency for 1 minute or until you hit with the affected ammunition or weapon.

A creature taking damage from coated ammunition or a weapon must succeed on a DC 14 Constitution save or take 2d8 Poison damage as well as become poisoned until the end of your next turn.


Poisoner gives you access to a lot of different inexpensive poisons that can deal heaps of damage if used correctly.

If you have a lot of money to spare and need extra damage, then Poisoner can work well for most Rogues.

Note: You can even think of it as a bit of roleplay when taking a subclass like the Assassin, who is known for using poison.

11. Actor


You are skilled at dramatics and mimicry, gaining the following benefits:

  • Increase Charisma by 1 (maximum of 20).
  • Gain advantage on Charisma (Deception) and Charisma (Performance) checks when trying to convince others you are a different person.
  • You may mimic the speech of another person or sound from a creature. You must’ve heard the source speaking or making the sound for at least 1 minute.

Succeeding on a Wisdom (Insight) check, which is contested by your Charisma (Deception) check, will allow a listener to determine whether the effect is faked.


While Actor can work for most Rogue builds, it works best with the Assassin, who uses it in combination with their features more often.

The Charisma increase also decreases the cost of the Feat, allowing you to take it without too much at stake.

10. Fighting Initiate


Your martial training helped you develop a particular fighting style. Therefore, you learn one Fighting Style you choose from the Fighter class. If you already have a style, you must choose a different one.

Reaching a level granting the Ability Score Improvement feature means you can replace the feat’s Fighting Style with a different one (from Fighter class) you don’t already have.

Note: You must have Proficiency with a martial weapon to gain Fighting Initiate.


Fighting Initiate works well on Rogues, especially given their versatility and the ability to choose different Fighting Styles depending on the situation.

Fighting Initiate also allows you to replace current Fighting Styles, which will help you to adapt to new situations or stick with a Fighting Style that might help you in most situations.

9. Crossbow Expert


Extensive practice with the crossbow grants you the following benefits:

  • Ignore the loading quality of crossbows in which you are proficient.
  • If you’re within 5 feet of a hostile creature, you don’t get disadvantage on ranged attacks.
  • Using the Attack action and attacking with a one-handed weapon allows you to use your Bonus action to attack with a hand crossbow you’re holding.


Ranged Rogues should consider getting Crossbow Master, even if they aren’t using a crossbow.

Not only does it give you a backup plan if you whiff Sneak Attack, but it also lets you make ranged attacks within 5 feet without disadvantage, so it can even be incorporated into bow builds.

8. Sharpshooter


You’ve mastered ranged weapons, hitting shots others find impossible and gaining the following benefits:

  • Attacking from long range doesn’t impose disadvantage on ranged weapon attack rolls.
  • Ranged weapon attacks will ignore half and three-quarters cover.
  • Before making an attack using a ranged weapon you’re proficient in, choose to take a -5 penalty to the attack roll. If the attack hits, add +10 to the damage of the attack.


Sharpshooter functions best when combined with Sneak Attack, but you just need to hit your attacks.

It will also function well when combined with Feats like Crossbow Expert or a ranged Rogue build.

7. Piercer


Gain the following benefits:

  • Increase Strength or Dexterity by 1 (maximum of 20).
  • Once every turn, hitting a creature with an attack dealing Piercing damage lets you reroll one of the attack’s damage dice, using the new roll.
  • Scoring a critical hit dealing Piercing damage to a creature lets you roll one additional damage die as you determine the extra Piercing damage the target will take.


Much like the Ranger, a lot of the Rogue’s damage comes from Piercing sources, which will constantly trigger the reroll mechanic.

The increase in Strength or Dexterity also decreases the cost of Piercer, making it less demanding to take.

6. Mobile


You are exceedingly agile and speedy, gaining benefits:

  • Speed increases by 10 feet.
  • Using the Dash action makes difficult terrain not cost you extra movement that turn.
  • Making a melee attack against a creature doesn’t provoke opportunity attacks from it for the rest of the turn, whether you hit or not.


Mobile allows you to use hit-and-run tactics, which work well for melee Rogues.

Essentially, Mobile will allow you to get in and get out unscathed, which is more difficult without it.

5. Dungeon Delver


You are alert to main traps and secret doors in dungeons, gaining the following benefits:

  • Gain advantage in Wisdom (Perception) and Intelligence (Investigation) checks to detect if there are secret doors.
  • Gain advantage on saving throws to avoid or resist traps.
  • Gain resistance to damage dealt by traps.
  • Fast pace traveling doesn’t impose the -5 passive Wisdom (Perception) penalty.


Rogues are often offered up as the trap door engineer or trap expert, so taking Dungeon Delver will increase your chances of successfully doing your duty.

It also works well if your Campaign or Adventure has a lot of dungeons in it.

4. Skulker


Your expertise at slinking through shadows lets you gain the following benefits:

  • When lightly obscured from the creature you’re trying to hide from, you may try to hide.
  • While hidden from a creature, missing it with a ranged weapon attack won’t reveal your position.
  • Dim light doesn’t impose disadvantage on Wisdom (Perception) checks relying on your sight.

Note: You must have a Dexterity of 13 or higher to take this Feat.


Skulker works best on ranged Rogues who like to engage their targets at long range.

The dim light “buff” and hide mechanic will definitely come in handy when looking for enemies or trying to preserve your stealth.

3. Inspiring Leader


Spend 10 minutes inspiring your companions, choosing up to six friendly creatures (including yourself) within 30 feet of you who can hear, see, and understand you.

Each chosen creature gains temporary HP equal to your level + your Charisma modifier. A creature cannot gain the temporary HP from this feat again until it has finished a short or long rest.

Note: Your Charisma must be 13 or higher to obtain Inspiring Leader.


If you have enough Charisma to back up Inspiring Leader, you should definitely take it.

Inspiring Leader won’t only decrease your party’s reliance on magical healing, but it can also be used before most big battles or encounters.

2. Alert


As you are always on the lookout for danger, you gain certain benefits:

  • You cannot be surprised while conscious.
  • Gain +5 bonus to initiative.
  • Other creatures cannot gain advantage on attack rolls against you when being unseen by you.


Rogues want to deal as much damage as quickly as possible, and with Alert, they have a higher chance to take out enemies before they can react.

The Rogue’s high damage, paired with a high initiative score, will make a big difference in most battles.

1. Skilled


Gain Proficiency in any combination of three tools or skills you choose.


When Skilled is used in combination with Reliable Talent, you’ll basically be a skill beast, having so much Proficiency it doesn’t even make sense.

The added Proficiency bonus gives your rolls even more power, even when you have low Ability scores.

Final Thoughts

Rogues already have so many different abilities that many people don’t consider Feats a viable option, and many times, they’re correct.

However, if used correctly and compared to other options, you might find that certain Feats have quite a bit of value, even compared to Ability Score Increases.

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