Top 20 Best Feats DND 5E List Ranked – [UPDATED]

Great accomplishments can change the game and define a person’s character.

Feats should always enhance your campaign and should extend your character’s choices.

If you forget you had a feat, it was probably not that good in the first place. But what should you choose for your next project?

I tried my hardest to select the best feats from the core D&D 5e source volumes, the Player’s Handbook and Xanathar’s Guide to Everything, for this list.

*Note: I left off the feats from Unearthed Arcana and Eberron – Rising from the Last War on purpose. The majority of those accomplishments are not only mediocre, but they are also not Adventurer’s League legal.

Best Feasts in D&D 5E Ranked List: 

1. Lucky

Source: Player’s Handbook

The best feat in 5th edition is without a doubt Lucky.

This incredible feat offers 3 luck points, which can be used to roll an additional d20 on an ability check, attack, or saving throw.

After that, you can choose which dice to use to determine the outcome.

Lucky can get you out of trouble, even if you have to utilise it before you know if you succeeded or failed.

Any d20 roll you make can be rerolled up to three times, so it doesn’t have to be a 1.

You can also use one luck point to roll a d20 if you’re in a tight spot and are assaulted. Then you must decide whether to utilise your own roll or the enemy’s. If both you and your opponent use Lucky to influence the outcome of a dice roll, the effect cancels out and no one rolls the extra d20.

At any point during the campaign, all characters should seriously consider attempting Lucky.

It’s essentially gaining a competitive advantage on demand.

2. Sentinel

Source: Player’s Handbook

If you’re playing a tank, you’ll want to buckle up because Sentinel is one of the most powerful feats you can obtain.

When someone is hit by one of your opportunity attacks, their speed is reduced to 0. If that weren’t enough, foes are unable to disengage in order to prevent opportunity attacks. As a result, if you hit the target, it will not flee.

Finally, if a monster hits an ally who is within 5 feet of you, you can attack them with a reaction.

Sentinel is the best way to keep enemies away from your party members.

When this feat is combined with Polearm Master, everything within 10 feet of you will be unable to ignore you.

Despite the fact that you only get one reaction per turn, Polearm Master and Sentinel both provide you with so many criteria to trigger one that you can easily manage the pace of a battle.

When you have a melee weapon with reach, this will be your go-to move. Because of Sentinel and Polearm Master’s opportunity attacks, you can stop an opponent 10 feet away from attacking.

Then, on your turn, you can strike them while moving back 5 steps.

This combination can readily be abused unless your target also has a lengthy reach.

And it is for this reason that this feat is so impressive. Sentinel is a powerful achievement on its own, even without Polearm Master. I would have put Sentinel first if it weren’t for the next feat on my list.

3. Polearm Master

Source: Player’s Handbook

Polearm Master is the melee counterpart to Crossbow Expert.

When you use a weapon with reach, you can use a bonus action to deliver 1d4 damage with the butt-end of your weapon. This 1d4 damage is applied with the same ability score as your primary attack’s damage roll.

Glaives, halberds, spears (which are quite thrilling), and quarterstaffs are all affected by this accomplishment.

Because the halberd and glaive are both large polearms, Polearm Master works well with Greater Weapon Master. This is the foundation for a fantastic melee damage dealer.

With your bonus action, you’ll be able to get more attacks, and foes approaching you will be hit.

More attacks benefit Barbarian’s Rage, Paladin’s Smite, and Battle Master’s Maneuvers.

Polearm Master will quickly supercharge your build if you want to play a character who uses a Polearm.

 

4. Bountiful Luck

Source: Xanathar’s Guide to Everything

Bountiful Luck is so wonderful that if no one else wants to play a Halfling, I’m constantly tempted to do so.

Bountiful Luck is a game for players who realise that slaying the evil villain and traversing dungeons entails more than just swinging a large axe around.

As a response, if your allies within 30 feet roll a 1, you can reroll for them.

It’s incredibly broken because it may be used every round and works for attack rolls, saving throws, and ability checks. You’ll be amazed at how frequently 1s appear, and Bountiful Luck shields your group from those unfortunate rolls.

 

5. Resilient

Source: Player’s Handbook

The only reason War Caster isn’t higher on this list is due of Resilient.

Resilient offers you a one-point boost to any ability score you choose, as well as proficiency in the saving throws connected with that ability.

This feat is now a quick and easy technique to even out strange ability scores during character creation.

Resilient allows you to gain proficiency with two of the three most frequent 5e saving throws: Constitution, Dexterity, and Wisdom.

At least one of those three is already mastered in your class. As a result, Resilient should allow you to take another.
Wisdom and Dexterity are normally terrible for heavily armoured fighters, but Resilience could help you cover at least one of those deficits where your AC won’t save you.

This is why, if I had to pick between Resilience and War Caster, I’d go with Resilience. Because it will aid concentration tests.

 

6. Great Weapon Master

Source: Player’s Handbook

Now, in Dungeons & Dragons 5th Edition, this accomplishment is one of the most character-defining and well-loved feats.

If you use a heavy weapon, you might choose to take a -5 penalty to your attack roll in exchange for a substantial +10 damage bonus.

You can use a bonus action to do an extra melee attack if you land a critical hit or bring a target to 0 health points.

Because of the advantage on attack rolls, it’s ridiculous when a Barbarian takes Greater Weapon Master, rages, and Reckless Attacks.

Not only will Reckless Attack overcome the -5 penalty, but each attack will be rolled twice on two d20s. Increasing the chance of a critical strike and triggering the Great Weapon Master’s extra attack.

You could design a Barbarian with as much Strength and Constitution as possible and only gain Great Weapon Master, and you’d still have one of the most dangerous builds available.

To get the most out of this fantastic accomplishment, utilise Bless or find ways to gain an edge on your attack dice.

7. Crossbow Expert

Source: Player’s Handbook

If you intend to use a crossbow, you must first take Crossbow Expert.

It allows you to ignore the loading property of a crossbow, and you no longer have a ranged attack disadvantage.

This feat is top-tier because you can attack with a hand crossbow as a bonus action if you attack with a one-handed weapon as your attack action.

This characteristic also applies when attacking with a hand crossbow because it is a one-handed weapon.

You can now use your hand crossbow to make two attacks at the cost of one feat.

At low levels, where you would ordinarily be doing single attacks, Crossbow Expert is outstanding. And, although using fewer damage dice than a heavy crossbow, this makes hand crossbows incredibly viable.

8. Sharp Shooter

Source: Player’s Handbook

The Sharp Shooter feat improves your character’s archery skills.

When you attack with a ranged weapon, you take a -5 penalty to attack rolls in exchange for a tremendous +10 damage bonus.

Sharp Shooter compensates for this -5 penalty.

Sharp Shooter allows you to ignore half and three-quarter cover, which would ordinarily provide additional AC to your target. Another advantage is that you are no longer at a disadvantage when using a ranged weapon’s longer range option.

Fighters and Rangers also have a way to counteract Sharp Shooter’s -5 disadvantage, thanks to the Archery Fighting Style’s +2 attack roll boost.

For low- to mid-level characters, this achievement nearly feels like cheating, yet it works well in higher levels.

9. Healer

Source: Player’s Handbook

Healer is one of the most versatile and cost-effective feats in the game.

When your allies are making death saves, you can utilise a healer’s kit as an action to stabilise them.

This is extraordinary in and of itself.

A Healer’s Kit can also be used to heal a target once for 1d6 + 4 + the target’s level.

That’s incredible for something that costs only 5 gold and has ten uses.

Furthermore, you can only utilise this feat again after a short rest.

10. Alert

Source: Player’s Handbook

Alert is easily on the top of my list.

When you have Alert, you earn a +5 to your initiative, won’t be surprised when you’re awake, and won’t be at a disadvantage on attack rolls against you if you’re assaulted by an unseen opponent.

Because Strength-based characters typically have low Dexterity scores, the additional initiative is extremely effective.

Going first in an encounter, repositioning, and dishing out the initial few hits makes encounters easier overall.

Taking Alert is still worthwhile if you’re a Dexterity-based character, a Barbarian who gains an advantage on initiative checks, or a spellcaster. Because it almost always ensures you’ll be the first to eliminate an enemy or gain control of the battlefield.

Alert is a fantastic accomplishment to learn because it combines going first and disregarding shocks.

I can’t tell you how many times Alert has made an ambush for my players seem simple.

11. War Caster

Source: Player’s Handbook

On spellcasters, War Caster is incredible.

The major purpose to learn War Caster is to gain an edge on Constitution throws when you’re taking damage and want to keep your spell focused.

When an enemy’s movement prompts an attack of opportunity from you, War Caster allows you to cast a spell.

Because you prefer to retain your distance as a spellcaster, this benefit isn’t as significant. If they get close enough, most foes will not move away from a spellcaster.

The final advantage of War Caster is that you can perform the Somatic component of your spell while wielding weapons or shields. If you’re a battle Bard or an Arcane Trickster, this will come in handy.

War Caster isn’t at the top of my list because there’s another feat that would be better for concentration checks. However, War Caster is an excellent feat that is well worth doing. But if you’re looking for something a little more, stay reading!

12. Magic Initiate

Source: Player’s Handbook

You can pick from Sorcerer, Wizard, Cleric, Druid, Warlock, or Bard if you choose the Magic Initiate feat. After that, you learn two Cantrips and a 1st-level spell from the spell list of the chosen class.

Magic Initiate is frequently picked due to its enormous adaptability.

Choosing Magic Initiate could give you an advantage in combat or allow you to employ utility spells that you wouldn’t have otherwise.

You can also use Cantrips that scale with your level as a Magic Initiate. Eldritch Blast or Fire Bolt are two examples.

For extra usefulness, you can gain a 1st level spell like Find Familiar, or for more damage, you can gain Hex. The extraordinary versatility of Magic Initiate is generally worth it.

Keep in mind that whatever spell list you choose, your spells will be based on the casting ability score of that class.

13. Mobile

Source: Player’s Handbook

Your speed rises by 10 feet when you’re on your phone.

You no longer require an extra turn to deal with challenging terrain while dashing if you take this achievement. And whether or not you successfully land a melee attack on your target, you no longer provoke attacks of opportunity from them.

This is a straightforward task. However, if you want to get into and out of combat quickly, this is the way to go.

Because most encounters are usually built in contained places, I’m not rating Mobile higher on this list.

In an interaction, there are also more crucial things to consider than simply placing yourself. Mobile, on the other hand, is a solid achievement if you can master it.

 

14. Heavy Armor Master

Source: Player’s Handbook

You master thick armour to the point where you can deflect attacks.

Heavy Armor Master boosts your Strength by 1, but it also gives you a tremendous bonus.

When wearing heavy armour, all non-magical weapon damage is reduced by three. This may not appear to be much. However, combining Heavy Armor Master and a Battle Master’s Parry can reduce incoming damage by at least 11 points, if not more.

15. Second Chance

Source: Xanathar’s Guide to Everything

Halflings have the racial feat Second Chance, which can be used when a creature hits them.

As a reaction, you can force them to reroll that attack roll when this activates. This ability is only available once every initiative roll or after a short or long rest.

Second Chance is what I call a “lucky junior” and an easy addition to our list.

16. Mage Slayer

Source: Player’s Handbook

If you wish to play the melee anti-mage archetype, Mage Slayer is an excellent choice.

As a reaction to a nearby creature casting a spell, you may make a melee attack on them.

When you harm a creature, you also put them at a disadvantage when it comes to concentration saves.

Additionally, if a creature is adjacent to you, your saving throws now have an advantage versus its spells. Only take this achievement if your games have a lot of spellcasters.

17. Shield Master

Source: Player’s Handbook

Shield Master transforms you into a shoving machine.

Shield Master was said to allow you to charge at your opponents, shove them prone with a bonus action, and then attack them at a disadvantage.

While this would be quite strong, the 2019 Sage Advice Compendium rules that you can only shove them after you’ve used all of your attacks.

This isn’t to say Shield Master isn’t useful. If skillfully coordinated, the ability to shove enemies 5 feet or prone as a bonus action might be effective.

Shield Master’s shove also aids ranged teammates in maintaining their distance from adversaries. Your prone enemy becomes an easy target for your party if employed right before another ally’s turn.

You might also push foes towards the area of effect of a spell.

18. Prodigy

Source: Xanathar’s Guide to Everything

This racial ability is available to half-elves, half-orcs, and humans.

Choose one talent, one tool, and one language. From that point on, you’re a pro. Nice!

Then choose a skill in which you are already proficient, and whatever proficiency bonus you get from that skill is now doubled.

Although Prodigy isn’t compatible with Expertise, it’s a must-have for talent junkies.

19. Elven Accuracy

Source: Xanathar’s Guide to Everything

Elves and Half-elves have access to Elven Accuracy.

When you have advantage on an attack roll involving Dexterity, Wisdom, Charisma, or Intelligence, you can reroll one of those dice rolls.

Instead of the customary two d20 rolls, you’ll get three.

This feat additionally boosts your Dexterity, Wisdom, Charisma, and Intelligence by one point.

Elven Accuracy is all about maximising your advantage, which is why it earned a spot on this list.

20. Squat Nimbleness

Source: Xanathar’s Guide to Everything

Dwarves and Halflings become even more dexterous.

Squat Nimbleness allows you to gain 5 feet of walking speed, a raise in Strength or Dexterity, Acrobatics or Athletics proficiency, and an advantage while attempting to escape a grapple.

Squat Nimbleness is a simple feat with a lot of minor rewards that, when combined, make it a rather good feat.

 

Conclusion:

I hope that you liked my efforts bringing to you the best feats d&d 5e. If you do, you can subscribe to our newsletter for more.

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