Alert
Complete guide to the Alert feat in D&D 5e. Never be surprised, always act first in combat, and keep your party safe with superior awareness.
Benefit
You gain a massive bonus to initiative, cannot be surprised while conscious, and hidden attackers gain no advantage against you.
Mechanics
Alert provides three benefits that ensure you're ready for danger: **+5 Initiative Bonus:** You gain a +5 bonus to initiative rolls. This is one of the largest numerical bonuses in the game. **Can't Be Surprised:** You can't be surprised while you are conscious. **No Advantage from Hidden Attackers:** Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. **Important Details:** - +5 initiative means you almost always go first in combat - Immunity to surprise means ambushes don't affect you - Hidden attackers lose advantage but you're still unaware of their location - Works even if other party members are surprised - You still can't act if you're incapacitated
Synergies
- *Assassin Rogue - Surprise immunity prevents enemies from avoiding your auto-crits
- *Gloom Stalker Ranger - Stack initiative bonuses for incredible turn order
- *War Wizard Tactical Wit - +5 from Alert + INT modifier to initiative
- *Gift of Alacrity spell - Even more initiative bonus
- *Chronurgy Wizard - Act first and control the battlefield
- *Swashbuckler Rogue - Add CHA to initiative on top of Alert
- *Battle Master Commander's Strike - Act first and set up allies
Common Mistakes
DM Tips
Sources & Further Reading
- Alert — D&D 5e Wikidot — Full SRD feat text
- Feats — D&D Beyond — Official feat list