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D&D 5e Feats: Complete 2024/5.5e Guide & Feat List

There are 75 feats in the 2024 Player’s Handbook, and they are definitely not all created equal. Here’s what each feat is actually good for, which characters love it, and when we think you can probably do better.

D&D 5e Feats: Complete 2024/5.5e Guide & Feat List

Feats are where Dungeons & Dragons characters start getting specific.

Two Fighters can have the same subclass, use the same weapon, and still feel completely different because one took Sentinel and built themselves into a wall while the other grabbed Charger and spends every fight looking for enough room to get a running start.

The revised 2024 rules, often called D&D 5.5e, make feats an even bigger part of character building. Your background gives you an Origin Feat, most classes provide opportunities for General Feats as you level, Fighting Styles are now feats of their own, and characters who reach the highest levels can pick up Epic Boons.

The 2024 Player's Handbook contains 75 feats, which makes "What's the best feat?" a pretty terrible question.

A better question is: what feat actually makes this character better at the thing I want them to do?

That's what we're looking at here. Rather than reproduce the rulebook, we're going through every feat in the 2024 Player's Handbook with an eye toward who wants it, when it works well, and when we think you can probably do better.

How Do Feats Work in D&D 5.5e?

The 2024 rules divide feats into four official categories: Origin Feats, General Feats, Fighting Style Feats, and Epic Boon Feats.

Origin Feats are designed for beginning characters and are normally gained through your background. General Feats usually enter the picture starting at level 4, Fighting Style Feats require access to the Fighting Style feature, and Epic Boons are designed for characters at level 19 and beyond.

There are also prerequisites to watch for. Some feats require a particular ability score, armor training, spellcasting, or another feature, and most feats can only be chosen once unless the feat specifically says it is repeatable.

Feat Picker

What Do You Want Your Character to Do?

Seventy-five feats is a lot to stare at. If you don't know where to start, decide what you want your character to be better at first.

Hold the front line: Sentinel, Shield Master, Heavy Armor Master
Hit things harder: Great Weapon Master, Dual Wielder, Charger
Protect your spells: War Caster, Resilient
Get more magic: Magic Initiate, Fey Touched, Shadow Touched
Control the battlefield: Crusher, Polearm Master, Telekinetic
Be better outside combat: Skill Expert, Observant, Actor
Just give me something useful: Alert, Lucky, Tough

Our advice: Don't choose a feat because someone called it "S-tier." Choose it because you're going to enjoy the situations it creates at your table.

What Are the Best Origin Feats in D&D 5.5e?

Origin Feats are especially important because they're part of who your character is at the beginning of the game. Some are broadly useful, while others ask you to commit pretty heavily to a particular character concept.

Alert

One of the safest Origin Feats you can take. Going earlier is useful for nearly everyone, but controllers and spellcasters who want to change the battlefield before enemies act will appreciate it most. The Initiative-swapping option also makes this much more interesting than a simple number bonus.

Crafter

The idea of playing the party's blacksmith, tinkerer, or professional artisan is great, but the mechanics are a bit of a miss for us. Tool proficiencies and cheaper purchases can matter in the right campaign, but its crafting benefits are unlikely to compete with the impact of the stronger Origin Feats unless your GM really gives crafting and equipment room to breathe.

Healer

A strong choice for characters who want to support the party without necessarily becoming a dedicated magical healer. It gets better in campaigns with longer adventuring days and limited access to magical healing, while groups that routinely rest after every fight may barely notice it.

Lucky

Not flashy, but almost impossible to regret. Lucky works for basically every class because eventually everyone makes an important roll they really don't want to fail, making this one of the best "I have no idea what to take" options.

Magic Initiate

Probably the most flexible Origin Feat in the book. It is excellent for characters who want a little magic without multiclassing, and clever spell choices can give martial characters utility they simply couldn't access otherwise. It's also very useful to give your magic caster a bit more magic per day.

Musician

Better than it may look at first glance, especially in a group that regularly takes Short or Long Rests. Handing out Heroic Inspiration is useful to almost anyone, and this is one of the nicer examples of a flavorful character concept actually having mechanics worth caring about.

Savage Attacker

Rolling extra damage dice feels appropriately savage, but we're not particularly high on this one mechanically. The improvement is fairly modest compared with what some other Origin Feats add to an entire character, so take it because you enjoy making weapon hits feel bigger, not because you expect it to transform your damage output.

Skilled

Excellent for the player who wants their character involved whenever the swords are put away. Three additional proficiencies can make a Rogue, Bard, investigator, or all-purpose adventurer incredibly versatile, but a combat-heavy campaign can make the feat feel like it disappeared from your character sheet.

Tavern Brawler

If you want to hit someone with a chair, this is your invitation. It's a fun foundation for unarmed fighters, grapplers, and characters whose combat style is intentionally messy, but there are much better choices if you're going to spend the campaign holding a normal weapon.

Tough

Simple, boring, effective. Tough is particularly attractive on characters with smaller Hit Dice or anyone planning to live in melee, and unlike more specialized feats it will matter in virtually every combat you ever play.

What Are the Best Combat and Weapon Feats in D&D 5.5e?

Athlete

Great for a highly mobile character who climbs, jumps, and gets knocked around a lot, but much of its value depends on the environments your GM actually builds. In a campaign where every fight happens in a flat room, this is mostly quality-of-life rather than a defining feat.

Charger

Made for melee characters who want to keep moving rather than plant their feet beside one enemy. It becomes much more fun on maps with space, changing objectives, and scattered enemies, so Barbarians and other mobile bruisers can get a lot out of it.

Crossbow Expert

If you're building around crossbows, this is exactly the sort of feat you want because it removes the annoying parts of making that weapon choice work. If crossbows aren't already central to the character, there isn't much reason to force yourself into it.

Crusher

A very good battlefield-control feat disguised as a damage feat. Characters who regularly deal bludgeoning damage can use it to reposition enemies and set up allies, making it especially fun for players who think about the map rather than only their own damage number.

Defensive Duelist

Excellent for Dexterity-based melee characters who want better defense without strapping on a shield. It gets more attractive as your Proficiency Bonus grows, though characters already fighting for their Reaction every round should think carefully before adding another demand on it.

Dual Wielder

If the fantasy is a weapon in each hand, this is one of the feats that makes the build actually feel complete. Rangers, Fighters, Rogues, and other characters making heavy use of Light weapons should look closely at it, while everyone else can safely move on.

Grappler

Much more appealing in 2024 than its old reputation suggests. Monks and other characters who regularly use Unarmed Strikes can turn grappling into part of their normal offense instead of sacrificing everything else to make it happen.

Great Weapon Master

The obvious choice for characters whose answer to most tactical questions is "a very large weapon." The 2024 version is more consistent than the old high-risk -5/+10 mechanic, and Fighters, Barbarians, and other Heavy-weapon specialists should almost always at least consider it.

Mage Slayer

This one feels fantastic when the campaign regularly puts enemy spellcasters in front of you and much less impressive when it doesn't. The defensive side keeps it from being completely dead against non-casters, but we'd still want some confidence that enemy magic is going to matter before building around the name.

Martial Weapon Training

This can solve a very specific build problem for a character who doesn't naturally get the weapons they want. The problem is that spending an entire General Feat to fix weapon access can feel expensive, so we'd only reach for it when the weapon is genuinely central to the character concept.

Mounted Combatant

One of the most campaign-dependent feats in the book. The mounted-knight fantasy is excellent and the feat can make it work, but castles, caves, teleportation, ladders, boats, and a GM who forgets horses exist can turn your major character choice into a spectator.

Piercer

Solid for a character who already knows they'll spend most of the campaign dealing Piercing damage. It's a nice enhancement rather than a build-defining feat, so we'd choose the weapon first and let Piercer follow rather than picking Piercer and then designing around it.

Poisoner

We want to like Poisoner because the character fantasy is strong, especially for assassins and morally questionable alchemists. The problem is that poison asks you to commit resources and attention to a damage type that can still be unreliable against the wrong enemies, so this is a concept-first choice rather than one of our default recommendations.

Polearm Master

Excellent for characters who want to dominate the space immediately around them. It pairs naturally with other control tools and rewards a very tactical style of melee play, though your weapon choice has to be built around it.

Sentinel

One of our favorite feats for an actual tank. It helps a durable melee character make enemies care that they're standing there, and it gets especially good in encounters where enemies are trying to move past you toward something more important.

Sharpshooter

A natural fit for dedicated ranged weapon characters, especially when the battlefield regularly includes distance and cover. The 2024 version isn't the old damage gamble, but it does a good job of making an archer feel like someone who can keep making shots other characters can't.

Shield Master

Very satisfying for the classic sword-and-board frontliner because your shield becomes part of how you control a fight rather than just a number added to AC. Fighters and Paladins who already planned to carry a shield are the obvious audience.

Skulker

Great for characters who genuinely spend their time sneaking, scouting, and attacking from concealment. Rogues and stealth-focused ranged characters can love it, but if your table rarely engages with darkness, hiding, or sight lines, much of the feat's personality goes missing.

Slasher

A good choice for a Slashing-weapon character who likes slowing enemies and making life easier for the rest of the party. Like Crusher and Piercer, it works best when it enhances a weapon choice you already wanted rather than becoming the reason you picked the weapon.

Speedy

Not glamorous, but movement is one of those resources players often underestimate until they don't have enough of it. Rogues, Monks, skirmishers, and melee characters who constantly find themselves ten feet short of where they want to be can get surprising mileage from this.

Weapon Master

Weapon Master is interesting for characters who otherwise don't get access to Weapon Mastery and have a specific mastery interaction in mind. If your class already gives you the mastery options you need, this becomes much harder to justify over a feat that adds something genuinely new.

What Are the Best Spellcasting Feats in D&D 5.5e?

Elemental Adept

Great when your character has committed to being the fire Wizard or the lightning Sorcerer and doesn't want one resistant monster ruining the whole bit. It's much less necessary for casters with diverse damage types who are already comfortable switching spells when a resistance appears.

Fey Touched

One of the easiest General Feats to recommend. Extra magic, a flexible ability increase, and access to Misty Step make this useful on full casters, half-casters, and even characters who mainly want a magical escape button.

Ritual Caster

Fantastic in an exploration-heavy game where solving problems creatively matters more than squeezing another point of damage from your turn. In a campaign that moves directly from one combat encounter to the next, it can feel like you bought an excellent toolbox and then never left the arena.

Shadow Touched

A nice fit for sneaky, spooky, or intrigue-focused characters, with Invisibility doing a lot of the heavy lifting. We generally find Fey Touched easier to recommend universally, but Shadow Touched can be the more interesting choice when the character concept actually wants what it offers.

Spell Sniper

Good for characters who frequently make spell attack rolls and want to operate from a safe distance. Plenty of excellent spells use saving throws instead, though, so check your actual spell list before taking a feat that sounds more universally useful than it is.

Telekinetic

Excellent for players who love positioning. Moving creatures around the battlefield can rescue allies, push enemies into hazards, and turn a seemingly small effect into something clever almost every session, provided your Bonus Action isn't already overloaded.

Telepathic

Mechanically useful, but we like this one even more for the roleplaying possibilities. Silent communication and mind-reading fit intrigue, espionage, and socially complicated campaigns beautifully, while a straightforward dungeon crawl may not give the feat nearly as much room.

War Caster

One of the premier feats for a spellcaster who relies on Concentration. Clerics, Druids, Warlocks, melee casters, and anyone who keeps getting punched while maintaining their best spell will rarely regret taking it.

What Are the Best Skill, Social, and Utility Feats in D&D 5.5e?

Actor

Actor is a perfect example of a feat whose value depends on whether your campaign lets its fantasy happen. In political intrigue, infiltration, or a game full of recurring NPCs it can create fantastic scenes; in a monster-filled dungeon with nobody to impersonate, you may wonder why you took it.

Chef

We love the spirit of Chef because it immediately gives a character personality and something to do during rests. Mechanically it's useful rather than spectacular, so this is a feat we'd happily take because we want to play the party's cook, not because a spreadsheet told us to.

Inspiring Leader

A very good support feat for a character who wants to make the whole group harder to kill. Charismatic leaders are the obvious fit, but the 2024 version also opens the door to wise mentors, priests, and other characters whose encouragement isn't necessarily a speech from atop a barrel.

Keen Mind

Much more interesting when the campaign regularly uses investigation, lore, research, and the Study action. For a character built around knowing things it can feel exactly right, but in a game where every mystery is solved by hitting the suspicious statue, pick something else.

Observant

A natural choice for investigators, scouts, and players who hate the idea of walking directly past the clue the GM spent twenty minutes writing. Its value rises sharply in exploration and mystery campaigns, especially for characters already investing heavily in Perception or Investigation.

Skill Expert

Possibly the best feat here if you want to become exceptionally good at one particular thing. Expertise lets a character turn a signature skill into something they can genuinely rely on, which works just as well for a persuasive Paladin as it does for a stealthy Rogue.

What Are the Best Defensive and Armor Feats in D&D 5.5e?

Ability Score Improvement

Not exciting, but sometimes the correct answer really is "make the important number bigger." If your primary ability score is behind where you want it, don't talk yourself out of Ability Score Improvement just because another feat has a cooler name.

Durable

Useful for characters who expect to absorb punishment and need to keep themselves going, but it isn't one of the feats we're rushing to build around. Its value depends heavily on how often your campaign pressures Hit Dice and in-combat recovery.

Heavily Armored

This is less a general recommendation and more a solution for a character who specifically wants Heavy Armor and doesn't already get it. If that armor changes the whole build, great; if not, spending a General Feat just to move up an armor category can feel expensive.

Heavy Armor Master

Great for the heavily armored frontliner who gets attacked constantly, especially when a campaign throws lots of weapon-using enemies at the party. Its value naturally drops when most incoming damage is magical, elemental, or otherwise outside the kind of punishment the feat is built to blunt.

Lightly Armored

A potentially meaningful defensive upgrade for a character who starts without useful armor options. Like the other armor-training feats, though, this is usually a build fix rather than something we'd recommend to characters who are already comfortable with their AC.

Medium Armor Master

Designed for someone who is already committed to Medium Armor and wants to squeeze more out of it. That's a fairly narrow audience, and if your ability scores or class features are pulling you toward Light or Heavy Armor instead, there is no reason to force this one.

Moderately Armored

Useful when Medium Armor solves a real defensive problem for a Light Armor character. We'd evaluate the actual AC improvement before spending a feat on it, because sometimes the character sheet tells you this is a major upgrade and sometimes it tells you to walk away.

Resilient

One of the strongest defensive feats when you know which saving throw matters to your build. Constitution is especially attractive to many spellcasters because Concentration saves matter constantly, while other characters can use it to patch a glaring weakness.

Which Fighting Style Feat Should You Choose in D&D 5.5e?

Archery

Extremely dependable for dedicated ranged-weapon characters. Accuracy is always useful, making this one of the easiest Fighting Styles to recommend when bows and crossbows are your main plan.

Blind Fighting

Potentially incredible in the right party and merely interesting in the wrong one. If your group uses magical Darkness, smoke, invisible enemies, or similar tricks, short-range Blindsight can become a major part of your combat identity.

Defense

It is difficult to get excited about "+1 AC," but it is also difficult to argue with being hit less often for the entire campaign. Defense is the dependable choice when no other Fighting Style is central to your build.

Dueling

Excellent for the classic one-handed weapon setup, including characters carrying a shield. It's straightforward extra damage with virtually no additional management, which is exactly what some characters need.

Great Weapon Fighting

A thematic fit for two-handed weapon users, but we don't think its impact is as dramatic as the fantasy suggests. It's a useful damage improvement, but we'd generally be more excited about Fighting Styles that enable or shore up a whole playstyle rather than slightly improving damage rolls.

Interception

Very satisfying for the player who wants to physically protect nearby allies. It can be especially strong early in a campaign, though characters with increasingly valuable Reaction abilities may eventually find themselves choosing between too many good buttons.

Protection

The fantasy is excellent: shield up, protect your friend. The mechanics ask you to stay close to the ally being attacked and keep your Reaction available, so we like it most in parties where the front line actually fights together instead of scattering across the map.

Thrown Weapon Fighting

If throwing axes, daggers, spears, or other weapons is the character concept, take the style that rewards you for doing exactly that. For anyone else, this is obviously too specialized to consider.

Two-Weapon Fighting

An important piece of the puzzle for characters who plan to make two-weapon combat their normal routine. If you're repeatedly taking advantage of Light weapons, the extra damage adds up quickly enough to matter.

Unarmed Fighting

Great for Fighters and other martial characters who want fists and grappling to be legitimate weapons instead of a joke made after losing their sword. Monks already have extensive support for unarmed combat, so they have less reason to chase this particular style.

What Are the Epic Boon Feats in D&D 5.5e?

Epic Boons are designed for level 19 and beyond, so subtlety is no longer really the assignment. At this point your character is one of the most powerful people walking around the setting, and the feats appropriately start doing things that would look ridiculous at level 4.

Boon of Combat Prowess

Turning an important miss into a hit is enormously valuable, especially for characters like Rogues who care deeply about landing one particular attack. Almost any attack-focused character can use this, but single big attacks make the benefit feel especially dramatic.

Boon of Dimensional Travel

Teleporting as part of your normal combat rhythm is as useful as it sounds. Melee characters can stick to targets, ranged characters can escape pressure, and everyone gets to start treating battlefield geometry as more of a suggestion.

Boon of Energy Resistance

A strong defensive choice for characters who regularly face serious elemental damage. It's less exciting than some of the reality-bending Epic Boons, but at level 19 avoiding enormous chunks of damage can be more valuable than doing something flashy.

Boon of Fate

Excellent for the player who likes influencing the whole table rather than just their own character. Being able to push important rolls toward success or failure can change encounters at exactly the moments everyone remembers afterward.

Boon of Fortitude

Lots more Hit Points isn't clever, but neither is dying. Frontline characters and anyone who wants a universally relevant survivability boost will get value out of this without needing to engineer situations for it to work.

Boon of Irresistible Offense

Built for characters who want their attacks to keep working even when enemies start arriving with increasingly ridiculous defenses. Weapon-focused characters get the clearest value, while casters who rarely make attack rolls have much better Epic Boons to choose from.

Boon of Recovery

A very strong survivability choice for characters who want a second wind when a high-level encounter turns ugly. It isn't glamorous until the round where it keeps you alive, at which point nobody will care that you could have picked something flashier.

Boon of Skill

Perfect for the character who wants to become absurdly competent outside combat. Rogues and Bards naturally fit the fantasy, but we especially like it on characters who spent the campaign becoming the party's unexpected expert on everything.

Boon of Speed

Excellent on melee characters, skirmishers, and anyone who has ever spent a turn complaining that the monster is forty feet away. At epic levels, the ability to simply be where you need to be is often more powerful than it sounds.

Boon of Spell Recall

A fantastic caster boon. High-level spellcasters already have an enormous toolbox, and getting more mileage from those spells makes an already versatile character even harder to exhaust.

Boon of the Night Spirit

Extremely powerful for characters who can reliably operate in Dim Light or Darkness, especially sneaky or defensive builds. Its dependence on lighting means we'd think about the campaign and party composition before assuming it is universally incredible.

Boon of Truesight

Truesight removes an entire category of high-level magical nonsense from your list of problems. It can feel merely convenient until the campaign starts throwing invisible creatures, illusions, magical darkness, and shapechanging threats at you, at which point it becomes excellent.

Should You Take a Feat or an Ability Score Improvement in D&D 5.5e?

The 2024 rules technically make Ability Score Improvement a feat, but the familiar character-building decision remains: do you improve your core numbers or take something that changes what your character can do?

If your primary ability score is behind, increasing it can improve attacks, saving throw DCs, skills, and other class features all at once. That's hard for a specialized feat to compete with.

On the other hand, reaching the next even ability score isn't automatically more interesting than gaining a new tactical option.

A Fighter who already hits reliably may get more enjoyment from Sentinel. A Cleric who keeps losing Spirit Guardians may care far more about War Caster. A Rogue whose entire identity revolves around deception may have more fun with Actor or Skill Expert than another small numerical improvement.

We'd ask three questions:

  • Will this feat change something I do regularly?
  • Does my campaign actually create situations where it matters?
  • Am I delaying an ability score increase that my class really needs?

If you like the answers, take the feat.

Which D&D Feats Depend Most on the Campaign You're Playing?

Some feats are good because their benefit appears almost every session. Tough gives you Hit Points whether you're fighting goblins, mind flayers, or an extremely angry furniture mimic.

Other feats need the campaign to cooperate.

Actor needs people to impersonate. Mounted Combatant needs places a mount can actually go. Crafter wants a game that cares about equipment and downtime. Keen Mind and Observant become much more interesting when information itself is valuable.

That doesn't make those feats bad. It makes them worth discussing with your GM.

Different adventures can also completely change which abilities get a chance to shine. A character who has spent ten sessions solving everything with a sword may suddenly discover that their neglected social or exploration abilities are invaluable when the genre shifts. If your group wants to change things up, our RPG books and adventures, including 80s Adventures, can give a familiar group a very different kind of problem to solve.

What Changed About Feats From D&D 2014 to 2024?

The biggest change is that feats are no longer an optional system sitting beside normal character advancement. They are now built directly into the 2024 character rules.

Backgrounds provide Origin Feats, Fighting Styles are organized as feats, General Feats often include an ability score increase, and Epic Boons are now part of the feat structure for the highest-level characters.

Several familiar individual feats have also changed enough that returning players should actually read them again.

Great Weapon Master and Sharpshooter, for example, no longer use the famous -5 attack roll / +10 damage tradeoff. Grappler is considerably more practical, Alert works differently, and many General Feats now improve an ability score in addition to providing their main benefit.

So if your character build came from something you played in 2018, don't assume the feat with the same name still does the same job.

What Are All 75 Feats in the 2024 Player's Handbook?

If you're looking for a quick checklist, here is the complete 2024 Player's Handbook feat list by official category.

Origin Feats

  • Alert
  • Crafter
  • Healer
  • Lucky
  • Magic Initiate
  • Musician
  • Savage Attacker
  • Skilled
  • Tavern Brawler
  • Tough

General Feats

  • Ability Score Improvement
  • Actor
  • Athlete
  • Charger
  • Chef
  • Crossbow Expert
  • Crusher
  • Defensive Duelist
  • Dual Wielder
  • Durable
  • Elemental Adept
  • Fey Touched
  • Grappler
  • Great Weapon Master
  • Heavily Armored
  • Heavy Armor Master
  • Inspiring Leader
  • Keen Mind
  • Lightly Armored
  • Mage Slayer
  • Martial Weapon Training
  • Medium Armor Master
  • Moderately Armored
  • Mounted Combatant
  • Observant
  • Piercer
  • Poisoner
  • Polearm Master
  • Resilient
  • Ritual Caster
  • Sentinel
  • Shadow Touched
  • Sharpshooter
  • Shield Master
  • Skill Expert
  • Skulker
  • Slasher
  • Speedy
  • Spell Sniper
  • Telekinetic
  • Telepathic
  • War Caster
  • Weapon Master

Fighting Style Feats

  • Archery
  • Blind Fighting
  • Defense
  • Dueling
  • Great Weapon Fighting
  • Interception
  • Protection
  • Thrown Weapon Fighting
  • Two-Weapon Fighting
  • Unarmed Fighting

Epic Boon Feats

  • Boon of Combat Prowess
  • Boon of Dimensional Travel
  • Boon of Energy Resistance
  • Boon of Fate
  • Boon of Fortitude
  • Boon of Irresistible Offense
  • Boon of Recovery
  • Boon of Skill
  • Boon of Speed
  • Boon of Spell Recall
  • Boon of the Night Spirit
  • Boon of Truesight

What Is the Best D&D 5.5e Feat for Your Character?

There isn't one.

If you only look at feats as a way to make the biggest number possible, you'll find strong combinations. But feats are also some of the best tools in D&D for deciding how your character solves problems.

Sentinel says you control the front line. Actor says you intend to lie to people while pretending to be other people. Telekinetic says every battlefield is secretly a puzzle about where everyone is standing. Chef says somebody in this party is finally going to make sure the adventurers eat something besides dried rations.

Some of those choices are mechanically stronger than others, and we're not going to pretend otherwise.

But the feat you'll remember is often the one that gives you a new way to play the character, not the one that quietly increased your average damage by 1.7 points.

Pick the thing you're excited to actually use.

Rules note: This guide covers the 75 feats published in the 2024 Player's Handbook. Our comments are recommendations and evaluations rather than reproductions of the complete feat rules, so check the official feat text when building your character.

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