Fully voice acting compromisses the variety in games. IMO Sorcerer > Wizards, Barbarian > Fighter, Druid > Cleric. I usually like more classes who tends to be more chaotic. " As stated previously, those 4 races / classes are what we currently guarantee to have at launch - however we're likely to add more to the page by the time the game is released. While Master Alchemist enables players to identify potions and poisons they find, and faster at making them.What was an BIG disappointment for me is the only 4 classes are confirmed. Lock Breaker doubles its proficiency with thieves' tools, making it much easier to pick locks. Acute Senses is a general feat that enables the character to wake up quickly if they are attacked while asleep.
Out of the choices currently available, the best for a rogue are Acute Senses, Lock Breaker, and Master Alchemist. The last thing that players will pick beyond this is a feat at level four. While these are the most efficient choices, they may not always fit for the role-playing aspect and should be changed for a better fit for the player. Best Backgrounds: Academic, Aristocrat, Lowlife, Philosopher, or Spy.Best Skills: Deception, Insight, Investigation, Perception, Persuasion, and Stealth.Best Races: Half-Elf, High Elf, or Sylvan Elf.Best Backgrounds: Academic, Lowlife, Sellsword, or Spy.Best Skills: Acrobatics, Athletics, Insight, Intimidation, Perception, and Stealth.Best Races: Island Halfling, Marsh Halfling, Snow Dwarf, or Sylvan Elf.They have Darkvision, are proficient in Perception, Survival, and Athletics, and are immune to Charm and Sleep spells. Sylvan Elf - Gain a +2 to Dexterity and a +1 to Wisdom.Resistant to poison, and gain proficiency with the Heavy Crossbow, as well as Darkvision. Snow Dwarf - Gain a +2 to Constitution, and a +1 to Dexterity.They have Darkvision, are Brave (advantage on saving throws against being frightened), are Lucky (can reroll a natural one once per day), and Nimble (can fit through the space of a creature larger than them.) Marsh Halfling - Gain a +2 to Dexterity and a +1 to Constitution.They have Darkvision, are Brave (advantage on saving throws against being frightened), are Lucky (can reroll a natural one once per day), and Nimble (can fit through the space of a creature larger than them.) They also gain an advantage on Dexterity and Acrobatics checks. Island Halfling - Gain a +2 to Dexterity and a +1 to Charisma.They have Darkvision, an extra cantrip, are proficient in Perception, and are immune to Charm and Sleep spells. High Elf - Gain a +2 to Dexterity and a +1 to Intelligence.They have Darkvision, two bonus skills, and are immune to Charm and Sleep spells.
Half-Elf - Gain a +2 to Charisma and a +1 to two other scores of their choice.However, all of these can make decent rogues. Out of these, the top choices are Island Halfing, Snow Dwarf, and Sylvan Elf. Due to this, the best race options within the game for a rogue are Half-Elf, High Elf, Island Halfing, Marsh Halfling, Snow Dwarf, and Sylvan Elf. In general, Rogues want high dexterity, and either charisma or intelligence. Race plays a big role in what sort of bonuses are granted to the player. The first thing that a player will choose when crafting their own character is race.