In Dungeons and Dragons, feats are special abilities or bonuses that characters can take to enhance their abilities or skills. With the wide range of feats available in the game, it can be challenging to determine which ones are the best. However, there are a few feats that stand out from the rest due to their versatility, potential impact, and ability to fit into multiple character builds. These feats can significantly enhance a character’s capabilities, providing them with new options and advantages on the battlefield. In this article, we will delve into the world of Dungeons and Dragons and explore some of the best feats that every player should consider adding to their character’s repertoire.
One of the most popular and sought-after feats in Dungeons and Dragons is Great Weapon Master or Sharpshooter. This feat provides significant bonuses to attack rolls with two-handed melee weapons or ranged weapons, respectively. The increased damage output granted by this feat is highly beneficial for any character that relies on dealing consistent damage in combat. Furthermore, Great Weapon Master and Sharpshooter can help martial characters overcome the disadvantage when attacking from long range, making it a valuable asset in any adventuring party. Additionally, feats like Alert or Lucky can provide characters with unique advantages that enhance their combat capabilities. Alert grants a character a +5 bonus to initiative, making them likely to act first in encounters, while Lucky allows for the re-roll of failed ability checks, saving throws, and attack rolls. These feats can be game-changers in crucial situations, giving characters the edge they need to succeed against formidable foes.
Polearm Master is another exceptional feat that excels in combat situations. This feat grants characters proficiency with quarterstaffs, spears, and halberds and adds a powerful bonus action attack to their repertoire. The bonus action attack can be used with a variety of weapons, including heavy weapons, which allows characters to maximize their damage output on subsequent turns. Additionally, Polearm Master provides characters with an opportunity attack when an enemy enters their reach, further increasing their defensive capabilities. Sentinel is another defensive feat that can be highly effective in protecting both the character and their allies. This feat grants a reaction attack against enemies who attempt to attack allies within reach, punishing them for targeting vulnerable party members. Furthermore, if the Sentinel feat is combined with Polearm Master, characters can create a devastating defensive zone around them, making it difficult for enemies to approach without facing retaliation.
The Indomitable Will
This feat grants you exceptional power of will, making you immune to being charmed or frightened. Your unwavering resolve also grants you additional benefits:
Increased Saving Throws
While you are not charmed or frightened, you gain a +5 bonus to saving throws against spells that deal psychic damage. This bonus applies to all saving throws, not just ones that are caused by spells.
Advantage on Intimidation Checks
When you use the Intimidate action against a creature that is charmed or frightened, you have advantage on the roll. This reflects your ability to stand your ground and intimidate even the most intimidating opponents.
Table: Indomitable Will Benefits
Benefit | Description |
---|---|
Immunity to Charmed and Frightened | You cannot be affected by spells or abilities that would cause you to become charmed or frightened. |
+5 Bonus to Saving Throws | Gain a +5 bonus to saving throws against spells that deal psychic damage. |
Advantage on Intimidation Checks | Have advantage on Intimidation checks against creatures that are charmed or frightened. |
The Healing Hand
The Healing Hand feat enhances a character’s healing abilities, making them more effective in restorative roles.
Healing Bonus
This feat grants a +1 bonus to all healing spells you cast.
Extended Healing
When you cast a healing spell on a target, you can choose to extend its duration by 1 hour for every level of the spell slot used.
Healing Bond
You can form a healing bond with a creature you touch. This bond lasts for 1 hour or until you dismiss it. Once per turn, you can use your bonus action to expend one use of your Healing Spirit feature to heal the bonded creature for 1d6 + your spellcasting ability modifier.
Healing Speech
Your words have a soothing and healing effect. You can use your action to make a Charisma (Persuasion) check to heal a creature you can see within 30 feet of you. The creature regains hit points equal to the number rolled on the check + your spellcasting ability modifier. You can use this feature a number of times equal to your proficiency bonus per long rest.
Second Wind
Once per short or long rest, you can regain a number of hit points equal to 1d10 + your Hit Die result.
Level | Uses |
---|---|
1st | 1 |
5th | 2 |
11th | 3 |
17th | 4 |
The Battlemage
The Battlemage is a versatile fighter that combines martial prowess with arcane power. They excel in both melee combat and spellcasting, making them formidable opponents on the battlefield.
Arcana Initiate
This feat grants proficiency in the Arcana skill and two cantrips from any spell list. This allows the Battlemage to expand their utility and gain access to spells like Mage Hand or Firebolt.
Eldritch Adept
This feat grants one Eldritch Invocation from the Warlock class. This allows the Battlemage to customize their abilities and gain powerful options like Agonizing Blast or Devil’s Sight.
Magic Initiate
This feat grants proficiency in one additional spellcasting ability and two cantrips and one 1st-level spell from that class’s spell list. This allows the Battlemage to further expand their spellcasting options.
War Caster
This feat grants advantage on Concentration checks and allows the Battlemage to cast spells while wielding a weapon and shield. This is essential for Battlemages who want to maintain their spells while engaging in close combat.
Resilient: Constitution
This feat increases the Battlemage’s Constitution score by 1, which improves their hit points, saving throws, and Concentration checks.
Lucky
This feat grants three additional rerolls per day, which can be used to improve combat rolls or save against effects.
Sharpshooter/Great Weapon Master
These feats improve the Battlemage’s ranged/melee weapon attacks, respectively. With them, the Battlemage can deal more damage at the cost of increased penalties.
Tough
This feat increases the Battlemage’s maximum hit points by 2 for each level they have. This makes them more durable and able to withstand more damage.
Level | Cantrips | Spells |
---|---|---|
1st | 2 | 0 |
2nd | 2 | 0 |
3rd | 2 | 1 |
4th | 3 | 1 |
5th | 3 | 1 |
The Beastmaster
The Beastmaster is a feat for rangers that allows them to train and bond with a beast companion. This feat is a great way to add some extra combat power and utility to your ranger, and it can also be a lot of fun to roleplay with your beast companion.
Benefits
The Beastmaster feat comes with a number of benefits, including:
- You gain proficiency in the Animal Handling skill.
- You can cast the Find Familiar spell without expending a spell slot.
- Your beast companion gains the following benefits:
Benefit | Description |
---|---|
Increased Hit Points | Your beast companion’s hit point maximum increases by your ranger level. |
Improved Armor Class | Your beast companion’s Armor Class increases by 2. |
Multiattack | Your beast companion can make two attacks on its turn instead of one. |
Keen Senses | Your beast companion’s senses are heightened, giving it advantage on Perception checks that rely on sight or smell. |
Choosing a Beast Companion
When you choose the Beastmaster feat, you must also choose a beast companion. There are a variety of beasts to choose from, each with its own unique abilities. Some popular choices for beast companions include:
- Dogs are loyal and protective, and they can also be trained to track scents and perform other useful tasks.
- Wolves are fierce and powerful, and they can make excellent scouts and guards.
- Bears are strong and resilient, and they can deal a lot of damage in combat.
- Owls are wise and perceptive, and they can be used for reconnaissance and scouting.
- Ravens are intelligent and cunning, and they can be used for delivering messages and spying.
The best beast companion for you will depend on your playstyle and the needs of your party. Consider your ranger’s strengths and weaknesses, and choose a beast companion that will complement them well.
Best Feats for DnD 5e
DnD 5e has a plethora of feats, each offering unique abilities and enhancements to your character. While the best feat for you will ultimately depend on your class, build, and playstyle, some feats stand out as universally beneficial.
One of the most popular and versatile feats is **Resilient**. It increases one of your ability scores by 1 and grants proficiency in saving throws against a specific ability, making your character more resistant to harmful effects.
Another excellent choice is **Great Weapon Master**. This feat allows you to deal extra damage with your weapon attacks, but at the cost of a penalty to your attack rolls. If you have a character that relies on melee combat, this feat can significantly boost your damage output.
People Also Ask About Best Feats for DnD 5e
What are the best feats for a fighter?
The best feats for a fighter in DnD 5e include **Great Weapon Master**, **Sharpshooter**, **Polearm Master**, **Sentinel**, and **Resilient**. These feats provide bonuses to damage, defense, or both, making them excellent choices for any fighter.
What are the best feats for a spellcaster?
The best feats for a spellcaster in DnD 5e include **War Caster**, **Resilient (Constitution)**, **Spell Sniper**, **Elemental Adept**, and **Metamagic Adept**. These feats provide bonuses to spellcasting, concentration, or both, making them valuable for any spellcaster.
What are the best feats for a rogue?
The best feats for a rogue in DnD 5e include **Skulker**, **Mobile**, **Sentinel**, **Observant**, and **Resilient (Dexterity)**. These feats provide bonuses to stealth, mobility, combat, or both, making them excellent choices for any rogue.