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.
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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
- Levels 4, 6, 8, 12, 14, 16, and 19 (gets extra ASIs)
- Levels 4, 8, 10, 12, 16, and 19 (extra ASI at 10th level)
- Start with one feat at 1st level
- 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
- 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
- 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
Most Popular Feats
Combat Powerhouses:
- Polearm Master: Bonus action attacks and opportunity attacks when enemies enter reach
- Great Weapon Master: Trade accuracy for massive damage (+10 per hit)
- Sharpshooter: Ranged equivalent of GWM, ignore cover and long range
- Crossbow Expert: Remove loading property, ignore melee disadvantage, bonus action attacks
- Sentinel: Lock down enemies and protect allies with powerful opportunity attacks
- War Caster: Advantage on concentration, cast spells as opportunity attacks, somatic components with weapons
- Resilient (Constitution): Proficiency in CON saves for concentration
- Alert: +5 initiative, can't be surprised
- Lucky: Reroll any d20 three times per long rest
- Fey Touched/Shadow Touched: Extra spells and ASI
- Heavy Armor Master: Reduce incoming nonmagical physical damage by 3
- Tough: +2 HP per level (retroactive)
- Shield Master: Bonus action shove, add shield AC to DEX saves, take no damage on successful DEX saves
- Skill Expert: Expertise in one skill, proficiency in another, +1 ASI
- Observant: Passive Perception/Investigation +5, read lips
- Mobile: +10 movement, ignore difficult terrain when dashing, avoid opportunity attacks after melee attacks
- Telekinetic: +1 ASI, invisible mage hand, bonus action shove
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
- Bonus action attack from PAM increases GWM proc chances
- More attacks = more chances to land the -5/+10 hits
- Massive damage potential
- Bonus action hand crossbow attacks
- Use Sharpshooter's -5/+10 on all attacks
- Ignore cover and range penalties
- Best ranged damage in the game
- Advantage on concentration saves
- Proficiency in CON saves
- Nearly unbreakable concentration
- Hit and run tactics
- Can escape without opportunity attacks
- Stop enemies who try to ignore you
- 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
- Reroll one attack die when you have advantage
- +1 DEX, INT, WIS, or CHA
- Incredible for crit-fishing builds
- Reaction to become invisible when taking damage
- Requires advantage to hit you
- +1 DEX or INT
- +5 movement speed
- +1 STR or DEX
- Advantage on escape attempts
- Dragon Fear: Frightening presence ability
- Dragon Hide: Natural armor and retractable claws
- 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
- 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
- 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
- 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
- Consider giving everyone a free feat at 1st level
- Creates more character diversity
- Allows cool concepts without sacrificing ASIs
- Makes martial characters more interesting