Yeah, with rogues it gets to the point where certain actions will only fail with a natural 1 or if they're outright impossible. I think the idea is that you're so specialised at your doubled proficiencies that things like hiding and moderate deception become trivial, while things like persuading a king to name you his heir become disturbingly plausible (but still extremely difficult).
EDIT - Actually the natural 1 thing isn't strictly true. In 5th edition, a 1 is only an automatic fail on an attack roll. On a skill check or saving throw, you still add your modifier. So for stealth, you're always going to manage a minimum of 14, which is above the passive perception of most creatures.
I like to think that Slythe rolling a 1 on dexterity is basically this:
I'm pretty sure Rogues get a trait that lets them treat any roll lower than 10 as an automatic 10, so with the modifier they feasibly can never roll under a 20-something.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
I guess we may not make it that far in this campaign, but it's something that would convince me to keep running the character if we were to go into a new one at some point.
And here I am unable to hit a bloody great dragon with a cantrip.
In fairness, with Charr being the first DnD character I've made, I'm sure I made some pretty big errors in creating him. My Rogue from another game is probably more successful at level 3 than Charr was at 8.
The dragon had a high AC, so I wouldn't feel too bad about that!
The real power of sorcerers comes from their sorcery points - it could be worth going over what you can do with them so some real destructive power can be unleashed.
The sorcery points really are the core of the class, I'm surprised you haven't really made much use of them so far. You can do some pretty neat combinations of things with the different mega magics.
Yeah, looking at them now it's clear they're what I've been missing. I had it in my head that the two metamagic choices I'd made were for out of combat stuff, as a character I'd made for a different system was too focused on fighting and meant that he couldn't do much socially and I wanted to avoid the same thing happening again. Turns out I could have been casting as many as three spells a turn if I've read this correctly, albeit not frequently.
In fairness, the option I did choose was responsible for tricking a nation into regime change and the deaths of many of their citizens, so it hasn't been a total loss.