D&D 5e Feats

Complete guide to feats in D&D 5e. Learn how feats work, when to take them instead of ability score improvements, and browse popular feat choices for every build.

What Are Feats?

Feats are optional character customization options that provide special abilities, bonuses, or features. They represent specialized training or natural talents that set your character apart.

Key Points:

  • Feats are an optional rule (PHB Chapter 6)
  • Most campaigns allow feats - check with your DM
  • You gain feats at certain levels instead of Ability Score Improvements
  • Some feats have prerequisites (ability scores, race, or class features)
  • Each feat can only be taken once unless stated otherwise

When Can You Take Feats?

You can choose a feat instead of an Ability Score Improvement at these levels:

Standard Classes:

  • Levels 4, 8, 12, 16, and 19
Fighter:
  • Levels 4, 6, 8, 12, 14, 16, and 19 (gets extra ASIs)
Rogue:
  • Levels 4, 8, 10, 12, 16, and 19 (extra ASI at 10th level)
Variant Human:
  • Start with one feat at 1st level
Custom Lineage (Tasha's):
  • Start with one feat at 1st level

Feat vs Ability Score Improvement?

Choosing between a feat and a +2 to ability scores is one of the most important decisions in 5e.

Take an ASI if:

  • Your primary ability score is below 18 or 20
  • You're a spellcaster who needs spell save DC/attack bonus
  • Your build depends heavily on a specific ability modifier
  • You're at lower levels (4-8) and need fundamental capability
Take a Feat if:
  • Your primary score is already 18+ or capped at 20
  • The feat directly enables your character concept
  • The feat provides significant tactical options (PAM, GWM, Sharpshooter, Sentinel)
  • You need a specific capability your class lacks
  • The feat includes a half-feat bonus that rounds up an odd ability score
Popular Half-Feats (give +1 to an ability score):
  • Resilient: +1 to any ability score + proficiency in that save
  • Skill Expert: +1 to any ability score + expertise in a skill
  • Fey Touched: +1 INT/WIS/CHA + two spells
  • Shadow Touched: +1 INT/WIS/CHA + two spells
  • Observant: +1 INT or WIS + passive Perception/Investigation boost
  • Crusher/Piercer/Slasher: +1 STR or DEX + damage type bonuses

Powerful Feat Combinations

Some feats synergize extremely well together:

Polearm Master + Sentinel:

  • Stop enemies at 10 feet away with opportunity attacks
  • They can't move closer even if they hit
  • Creates a "death zone" around you
Great Weapon Master + Polearm Master:
  • Bonus action attack from PAM increases GWM proc chances
  • More attacks = more chances to land the -5/+10 hits
  • Massive damage potential
Crossbow Expert + Sharpshooter:
  • Bonus action hand crossbow attacks
  • Use Sharpshooter's -5/+10 on all attacks
  • Ignore cover and range penalties
  • Best ranged damage in the game
War Caster + Resilient (Constitution):
  • Advantage on concentration saves
  • Proficiency in CON saves
  • Nearly unbreakable concentration
Mobile + Sentinel:
  • Hit and run tactics
  • Can escape without opportunity attacks
  • Stop enemies who try to ignore you
Elven Accuracy + Samurai or Champion:
  • Reroll one attack die when you have advantage
  • Samurai grants advantage at will
  • Champion crits on 19-20
  • Devastating critical hit chance

Racial Feats

Some feats require specific races (from Xanathar's Guide):

Dwarven Fortitude (Dwarf):

  • Spend Hit Die when you take Dodge action
  • Heal while dodging
Elven Accuracy (Elf or Half-Elf):
  • Reroll one attack die when you have advantage
  • +1 DEX, INT, WIS, or CHA
  • Incredible for crit-fishing builds
Fade Away (Gnome):
  • Reaction to become invisible when taking damage
  • Requires advantage to hit you
  • +1 DEX or INT
Squat Nimbleness (Dwarf or Small race):
  • +5 movement speed
  • +1 STR or DEX
  • Advantage on escape attempts
Dragon Fear/Dragon Hide (Dragonborn):
  • Dragon Fear: Frightening presence ability
  • Dragon Hide: Natural armor and retractable claws
Orcish Fury (Half-Orc):
  • Extra damage die once per short rest
  • Boost Relentless Endurance
  • +1 STR or CON

DM Guidance on Feats

Balancing Feats in Your Game:

Power Level Considerations:

  • Feats like GWM, Sharpshooter, PAM, and Sentinel are significantly stronger than others
  • These "power feats" can overshadow players who choose flavorful but weaker options
  • Consider if everyone in your party has access to similarly powerful options
Addressing Imbalance:
  • Buff weaker feats in your game
  • Provide magic items that replicate feat effects for players who took ASIs
  • Design encounters that challenge different character strengths
  • Remember that feat users sacrificed ASIs and may lag in other areas
Variant Human Concerns:
  • Starting with a feat at 1st level is very powerful
  • Consider whether this overshadows other racial choices
  • Some groups ban Variant Human or allow all races a free feat at 1st level
Homebrew Feats:
  • Be cautious with homebrew feats - they're difficult to balance
  • Compare to existing feats for power level
  • Consider playtesting in one-shots first
  • Half-feats (+1 ASI) are generally safer than full feats
Feat-Based Campaigns:
  • Consider giving everyone a free feat at 1st level
  • Creates more character diversity
  • Allows cool concepts without sacrificing ASIs
  • Makes martial characters more interesting