The title describes a conversation I recently had with a player. He likes to build characters of all types - not necessarily a min/maxer, but tries to embrace what a class is good at it. He could not come up with a fun build for a rogue. Almost everything a rogue does - the wizard does better. Knock, Invisibility, and other spells are effectively better than the rogue's skills. To make matters worse, the thing the rogue does semi-decently is to move ahead of the party and scout the situation - in other words, the best use of a rogue is fun for exactly one player at the table.
I am pretty much a DM exclusively, but I could not disagree with the player's point of view.
If you value the enjoyment of the game by the group as a whole - why ever play a rogue? What can a rogue do better than anyone else?
BTW - with the last name of Pogue, I am particularly sensitive to folks labeling the class FKA thief as some sort of make-up![]()
As mentioned earlier, knock is terrible outside of some very situational uses.
Invisibility requires those skills to be useful at all and never replaces them; it enables using them in the event there isn't an opportunity to do so. I would suggest reviewing surprise rules because stealth enables surprise a lot even if it cannot bypass some encounters based on circumstances.
Cunning action, evasion, uncanny dodge, sneak attack, and reliable talent are all nice abilities that do not require limited resources like spell slots.
Expertise and extra skills allow them to be exceptional party faces, second only to bards.
Reliable talent works well for rogues as the party face. The nature of the DC's and bounded accuracy means increasing the bonuses available has diminishing returns while the avoidance of low rolls increases the success rate for the rogue.
I have a lot of fun with those guaranteed DC 20 favor requests that come with persuasion expertise and reliable talent. It's hard to call that second to bards unless the DM is using some higher DC rules not listed.

I'd go with the artificer for ultimate rogue: tool expertise, flash of genius, spell-storing item for invisibility, spider climb or such.
Infuse item: wand of detection, rope of climbing, goggle of night, gloves of thievery, boot/cape of elvenkind, etc
The artificer has the same issue as the wizard when it comes to invisibility. Flash of genius helps when it comes online but flash of genius becomes the new bottleneck over spell slots.
Anyone who insists invisibility is an issue can MC for it or go arcane trickster for it anyway. Invisibility is not a replacement for stealth abilities. It's a replacement for concealment that enables stealth abilities.
Artificers are pretty darned good for ability checks regardless, however; no denying that.
