Feats – Which Dungeons and Dragons feats are the best?
I’ve talked before about ASI’s (ability score increases) vs Feats in Dungeons and Dragons. What I haven’t talked about is what feats are some of the best out there. A lot of the times the ASI is going to be the best way to go because it just improves your stats across the board. But there are some feats that are a lot of fun, and some that aren’t so good.
What Makes A Good Feat?
Anything that gives you a new feature is generally going to be a solid feat, though some of them are a bit odd. The ones that give you proficiency in something and a slight stat increase, those can help, but they aren’t as good. Instead, I look for the feats that will give me something that can help in most situations, or help a lot in combat. Combat is a large part of D&D, so picking something that specific, it works. But other things, like a feat that gives you a +1 in Intelligence and proficiency in Arcana, that isn’t that much better than taking a +2 in Intelligence, and could be worse depending on the other skills you are proficient with.
So What Are Some Good Ones?
I have a number that I really like, but let’s hit on a few of my favorites.
Alert
This one is more combat focused, but not only combat focused. There are two big things that it does, firstly, you cannot be surprised. This is great for combat. No one can get the jump on you and get that attack before anyone else. Not only that, but you get to add +5 to your initiative. Is it possible you’ll roll poorly and not go first, sure, but is it likely, most certainly not. You are going to be going fast in combat, this is great for a Rogue, especially an Assassin who gets bonuses for going faster than everyone else.
Crossbow Expert
Another one that is mainly for combat. The Crossbow Expert makes a Crossbow fighter really deadly. They can dual wield crossbows and attack with both of them on a turn. Plus it doesn’t take a bonus action to reload. And there is still more, it won’t give you disadvantage if you are firing in melee. Great for a fighter who wants to have range but also gets into the fray of things as the tank.
Dual Wielder
This is similar to the Crossbow Expert, very good in combat. It allows one of your weapons not to be light when Dual Wielding, which means you can hit harder. You also get to add in +1 to your armor class (AC) when Dual Wielding, so it’s kind of like a mini shield. There is also the ability to draw and stow two weapons at once, but for my games that is less important, but for some it could be. Super good for combat, and allows rogues to hit more often or get hit less often.

Great Weapon Master
Also good for the fighter, this one allows them to pump out more damage. Great Weapon Master allows you to cleave through an enemy you kill to do another attack. But what it is often used for is a -5 penalty on attack and then +10 to the damage. It takes a hard hit and makes it extremely punishing on some monsters. Good for those tanks like Fighters and Barbarians.
Lucky
You can choose your own fate, kind of. When you make an attack, ability check, saving throw, anything really, you can spend one of your three luck points, before you know if you succeed or not. Makes for a fun time of hitting more often, but also that saving throw that you really need to make you are more likely to make. The points also refresh every long rest, so you can spend them pretty often during a day.
Magic Initiate
This one can be used for combat, but can be an all around good one. This allows any character to learn a spell. For a spell caster, it allows them to dip into another classes spell list and grab something they want. For a non-spell caster, they can grab something to help them in combat or heal them up. Plenty of options and gives your characters some spell casting ability without needing to multiclass.
Resilient
This breaks one rule slightly, it gives you a +1 to the ability score of your choice. However, the added bonus is that you gain proficiency in that saving throw type. So maybe you aren’t dexterous, well, there are a lot of spells and things that require that type of saving throw. Now you can give yourself a +2 or more as you level up to your saving throw and start taking less damage.
Sharpshooter
Sharpshooter plays out much like Great Weapon Master. You don’t have disadvantage at shooting at long range. You ignore partial cover. But you mainly take it for a -5 to your attack to do +10 damage. This is for that ranger or ranged fighter who really wants to hit hard.
What Feats Do You Like?
These are ones that I pulled from the Player’s Handbook that I really think are interesting. There is a lot of combat focus, but there can be a lot of other good ones. For a Wizard, a feat allowing them to wear better armor, that isn’t bad because they are a bit squishy, for most other characters, getting up to medium armor isn’t that big a deal. And I didn’t even touch on the other feats out there, so there are plenty of interesting options to look at.
I also like some of the feats when they are thematic for a character. While these might be the “best” feats out there, you can also find some that will give you new role playing opportunities as well. It all goes back to building the type of character that you want.
So, which Dungeons and Dragons feat is your favorite?
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