A feat gives your character a specific package of abilities, training, or improvements. Choose one by checking what grants the choice, whether you meet its prerequisites, and what it changes about your actual turns. A popular recommendation is not useful if your character cannot legally take it or rarely meets its trigger.

This guide explains dnd feats in revised 2024/5.5e, then separates the 2014 framework. It covers Origin, General, Fighting Style, and Epic Boon categories, selected practical options, and the tradeoff between a feat and increasing ability scores. The worked example uses a level-4 Fighter with Strength 17 and Constitution 15.

The first rule is simple: having the required character level is not the same as being granted a feat choice. Read your class, background, species, or other granting feature first.

What a feat changes about your character

A feat can add an action option, improve a defense, expand skills, grant limited magic, or modify another rule. Some benefits are always relevant; others require a specific weapon, trigger, resource, or target.

Read the entire entry. Its name is only a label. A feat that sounds appropriate to a character concept may be less useful than another option once you account for the way that character actually plays.

Three terms help with the comparisons below. A Bonus Action is a separate, limited activity available when a rule grants it. A Reaction responds to a specified trigger and normally refreshes at the start of your next turn. Concentration means sustaining an eligible spell or effect; starting another Concentration effect ends the previous one.

The free revised feat chapter and licensed SRD 5.2.1 provide the framework. Individual proprietary feats below link to their licensed compendium entries. These are selected recommendations and comparisons, not a reproduction of every feat in every supplement.

The four revised categories

Category Typical access What to check
Origin Background, Human's additional choice, or another eligible unrestricted feat choice Whether the granting feature permits that specific choice and whether it is repeatable
General A class feature granting a feat, often from class level 4 onward Character-level and ability prerequisites, any feature requirement, ability increase
Fighting Style A feature permitting the category The Fighting Style feature prerequisite and the benefit's equipment requirements
Epic Boon High-level feat opportunities Usually a level-19 prerequisite and the precise granting feature

A feature saying “choose an Origin feat” does not allow a General feat instead. Conversely, an unrestricted feat choice can allow an Origin feat later in the campaign if you meet its requirements. Origin does not mean “usable only at character creation.”

Most feats cannot be taken repeatedly unless their entry permits it. Ability Score Improvement and Skilled are repeatable. Magic Initiate has a specific repeat condition involving a different spell list. Do not assume that two features granting Origin feats let you duplicate any favorite feat.

If you are still assembling a first character, use the character-creation walkthrough to identify where its benefits come from. Keeping “background,” “species,” and “class feature” beside each feat prevents accidental extras.

When do you actually receive a choice?

A revised background normally supplies its named Origin feat. It does not automatically provide a free pick from all Origin options. Revised Human adds an Origin choice through its species feature. Later, your class progression grants additional choices at its specified levels.

The difference between character level and class level matters. A Fighter 3/Rogue 1 is a level-4 character but has not reached Fighter 4 or Rogue 4. Neither class has yet granted its level-4 Ability Score Improvement feature. Meeting a General feat's level prerequisite does not create the missing opportunity to select it.

For a single-class Fighter, the regular feat opportunities include class levels 4, 6, 8, 12, 14, 16, and the high-level feature at 19. Other classes have different schedules. Check the relevant table rather than applying the Fighter's extra opportunities to everyone. Official class progression.

When a feature grants a choice, work through this order:

  1. Identify any required feat category.
  2. Confirm your total character level meets the prerequisite.
  3. Check required ability scores and class features.
  4. Check whether you already have the feat and whether repetition is permitted.
  5. Apply the benefit and any ability increase once.
  6. Recalculate every statistic affected by a changed ability modifier.

Origin options: choose benefits you will remember

The following options answer different needs. Recommendations assume the campaign permits the source and your granting feature allows the choice. A background with a fixed feat is a package, so evaluate the background's skills and ability increases as well.

Alert: useful Initiative and coordinated timing

Revised Alert adds your Proficiency Bonus to Initiative. It also lets you swap Initiative with a willing ally in the same combat immediately after rolling, provided neither participant is Incapacitated. It does not give the original version's fixed +5. Free Alert entry.

Consider it when acting early helps you establish a useful position or effect. The swap can support a team plan, but tell the other player what you are proposing rather than moving their turn without agreement.

For a level-1 character with Dexterity +1 and proficiency +2, Alert makes Initiative +3. It does not increase Dexterity saves, AC, or all Dexterity checks.

Magic Initiate: a small, deliberate spell package

Choose the Cleric, Druid, or Wizard list. The feat supplies two cantrips and one level-1 spell from that list, with Intelligence, Wisdom, or Charisma chosen as its casting ability. The level-1 spell has one slot-free casting per Long Rest and can also use appropriate available spell slots. Free Magic Initiate entry.

A cantrip is a level-0 spell that normally does not use a spell slot. The once-per-rest benefit is for the selected level-1 spell, not a limit of one daily use for the cantrips. Read each spell's casting time, components, range, and Concentration requirement.

Choose magic that solves a real gap. A Fighter might value utility more than an attack cantrip that competes with a strong weapon routine. A caster might use the feat for a carefully selected additional option. Merely gaining spells from this feat does not grant the class feature named Spellcasting or Pact Magic for a prerequisite that specifically requires one.

Skilled: broaden your noncombat contribution

Skilled grants three chosen skill or tool proficiencies in any combination. It does not grant Expertise or double a proficiency you already have. Free Skilled entry.

Consider the activities your campaign emphasizes. Investigation, negotiation, travel, and crafting can suggest different choices. Ask the DM how a proposed tool proficiency is likely to matter so you understand the opportunities rather than assuming a bonus to every loosely related task.

A focused skill choice can also support a character's history. A retired sailor might represent navigation experience through the relevant permitted proficiencies, while an investigator selects tools and skills that support evidence gathering. The feat should make play more interesting, not merely fill more circles on the sheet.

Savage Attacker: improve a weapon damage result

Once per turn after a weapon hit, Savage Attacker lets you roll the weapon's damage dice twice and choose a set. It does not give advantage on the attack and does not apply to arbitrary spell damage. Free Savage Attacker entry.

For a weapon dealing 2d6 plus an ability modifier, compare the total of one 2d6 roll with the total of the other. Choose one complete pair, then add the modifier once. You cannot assemble a new pair from the highest individual dice across the two rolls.

This is easiest to use when you keep weapon dice visibly separate from other damage. It can fit a martial background, but evaluate it against other available packages rather than assuming every attacker needs it.

Tough: a straightforward increase to maximum HP

Tough increases maximum HP by twice your character level when you gain it, then adds 2 more maximum HP for each later character level. It does not grant Temporary Hit Points or repeatedly heal damage. Licensed Tough entry.

Its contribution is +2 maximum HP at level 1, +8 if first gained at level 4, and +20 total by level 10. The level-4 example is not only +2; the initial calculation accounts for the character's current level.

Consider Tough when you want a passive survival benefit with little extra tracking. It does not fix poor positioning or protect Concentration directly. Compare additional HP with other ways of preventing or recovering damage in your actual campaign.

Musician: provide support at the end of rests

Musician grants three Musical Instrument proficiencies. At the end of a Short or Long Rest, playing an instrument with which you are proficient can give Heroic Inspiration to a number of hearing allies up to your Proficiency Bonus. It does not require the Bard class and is not Bardic Inspiration. Licensed Musician entry.

The practical value depends on remembering the feature and the party's rest opportunities. It is not a fresh party-wide reroll every combat round. Keep a rest checklist and identify who receives the benefit.

Heroic Inspiration lets its holder immediately reroll one die and requires the new result. Explain that distinction if the group is familiar with the older Inspiration rule or a Bard's separate resource.

Lucky: limited control over important D20 Tests

Revised Lucky supplies Luck Points equal to Proficiency Bonus, recovered on a Long Rest. A point can grant advantage when you roll a D20 Test or impose disadvantage when a creature rolls an attack against you. A D20 Test is an ability check, saving throw, or attack roll; damage rolls are separate. Licensed Lucky entry.

Use the revised wording. It is not the original fixed three-point pool, and normal advantage/disadvantage rules still matter. More sources of advantage do not automatically produce more dice.

This option rewards judging which rolls justify a limited resource. Before choosing it, ask whether you enjoy those decisions or would rather have an always-relevant benefit such as extra proficiency or maximum HP.

How to compare general DND feats by role

General feats often combine an ability increase with a more specialized benefit. Check whether the increase changes an ability modifier now and whether the other benefit fits your chosen equipment and routine.

Need Options to examine Main question
Improve several core statistics Ability Score Improvement Can you cross one or two modifier thresholds?
Use Heavy weapons effectively Great Weapon Master Will the qualifying Attack-action hits happen regularly?
Sustain spells under pressure War Caster Do you meet the feature prerequisite and rely on Concentration?
Reduce ranged weapon limitations Sharpshooter Are cover, nearby enemies, or long range common problems?
Add polearm options Polearm Master Are the weapon and Bonus Action requirements compatible with your plan?
Punish certain nearby movements or attacks Sentinel Can you meet its exact trigger and spare a Reaction?
Combine unarmed damage and grappling Grappler Can you land the qualifying strike and make the grapple succeed?

This is a decision matrix, not a universal ranking. An excellent feat for one weapon can do little for another, and a powerful Reaction may compete with a defense you prefer to preserve.

Great Weapon Master: read the qualifying attack carefully

Requires level 4 and Strength 13; raises Strength by 1, maximum 20. Heavy-weapon hits against creatures during your turn's Attack action add proficiency damage. Hew permits an immediate same-weapon Bonus Action attack after a Melee-weapon critical or reducing a creature to 0 HP with one. No -5/+10 trade applies. Licensed current entry.

War Caster: support Concentration and certain casting situations

Requires level 4 and Spellcasting or Pact Magic; Magic Initiate alone is insufficient. Raise Intelligence, Wisdom, or Charisma by 1, maximum 20. Gain Advantage on Constitution saves to maintain Concentration and perform Somatic components while holding weapons or a Shield. When a creature provokes by leaving your reach, Reactive Spell permits a Reaction spell instead: one-action casting time, targeting only that creature. Material components still apply. Licensed current entry.

This is attractive when losing Concentration would undermine your main contribution. Check how often that risk occurs and what other defenses you already have. A benefit can be strong without being compulsory for every caster.

Sharpshooter: reliability rather than the old damage trade

Revised Sharpshooter requires level 4 and Dexterity 13 and raises Dexterity by 1 up to 20. Ranged attacks with weapons ignore Half Cover and Three-Quarters Cover. Attacks with Ranged weapons avoid disadvantage from an enemy within 5 feet or from long range. It does not grant the old -5/+10 option or add Proficiency Bonus to damage. Licensed current entry.

Read its wording carefully: some benefits concern ranged attacks with weapons, while others concern attacks with Ranged weapons. Do not assume every benefit applies identically to a thrown melee weapon. It also does not ignore Total Cover or extend a weapon's maximum range.

Choose it because those limitations affect your games, not because an older damage chart ranks a different version highly.

Polearm Master and Sentinel: check the interaction again

Revised Polearm Master requires level 4 and Strength or Dexterity 13. It increases either ability by 1 up to 20. Its qualifying weapons are a Quarterstaff, Spear, or a weapon with both Heavy and Reach. Pole Strike offers a defined Bonus Action attack after the required Attack action, while Reactive Strike offers a Reaction attack when a creature enters your reach. Licensed current entry.

Revised Sentinel has the same level and ability thresholds and an increase to Strength or Dexterity. Guardian can grant an opportunity attack after a creature within 5 feet takes Disengage or hits someone other than you. Halt reduces Speed to 0 for the rest of the current turn when your opportunity attack hits. Licensed current entry.

The important interaction is wording: Polearm Master's revised Reactive Strike is not described as an opportunity attack. Our reading of the printed triggers is that it therefore does not activate Sentinel's Halt. Do not import the older entrance-and-stop combination without reviewing the revised text with the DM.

These options can still serve a coherent concept individually. Account for the one-Reaction limit and the Bonus Action competition before expecting every trigger to produce another attack.

Grappler: the grapple still needs to succeed

Grappler requires level 4 and Strength or Dexterity 13, and increases either ability by 1 up to 20. Its Punch and Grab benefit can combine damage and the grapple option on an Unarmed Strike hit made in your Attack action on your turn, once per turn. A Bonus Action strike or Reaction does not meet that trigger. It also benefits attacks against creatures you grapple and movement with certain grappled targets. Free current entry.

The initial hit does not automatically make the target Grappled. Resolve the grapple option's own saving throw and restrictions. Use the current errata for the movement wording, which refers to a target your size or smaller. PHB corrections.

This option asks you to understand position, free hands, target eligibility, and the difference between damage and control. Choose it because you want to make those decisions, not merely because a guide advertises an automatic lock on every enemy.

Feat or ability increase? A checked level-4 example

Consider Mara, a single-class Fighter reaching level 4 with Strength 17 and Constitution 15, modifiers +3 and +2. She uses fixed HP increases and has no additional maximum-HP feature. This comparison isolates the feat choice rather than presenting a complete higher-level build.

Before the choice, her maximum HP is 36: 12 from level 1 plus three later increases of 6 + 2. Her proficiency remains +2 at character level 4.

Choice Resulting scores Main numerical consequences
Ability Score Improvement: +1 STR, +1 CON STR 18, CON 16 Strength modifier +4; Constitution +3; maximum HP 40
Great Weapon Master: +1 STR STR 18, CON 15 Strength modifier +4; Constitution stays +2; maximum HP stays 36; qualifying feat benefits available

Both options improve her Strength-based attack bonus from +5 to +6. The split ability increase also improves Constitution-related statistics. Raising the Constitution modifier increases maximum HP for every character level already gained, so the increase is four HP, not just one.

Great Weapon Master supplies its specialized benefits instead. They matter if Mara changes to a compatible Heavy-weapon routine. If she keeps fighting with Flail and Shield, the major Heavy-weapon damage benefit does not fit that routine. The answer therefore depends on the intended equipment and playstyle, not just the attractive ability increase.

When evaluating dnd feats, repeat this comparison with your actual scores. A +1 increase to an odd score may cross a modifier threshold; a +1 increase to an even score normally does not. Two builds can choose the same feat for very different reasons.

Fighting Style feats have a specific prerequisite

Fighting Style feats require the Fighting Style feature. Weapon proficiency alone does not satisfy that requirement, and an Origin feat choice does not automatically let you take one.

Defense provides +1 AC while wearing qualifying armor. A shield by itself does not meet the requirement to wear Light, Medium, or Heavy armor. Archery improves attack rolls with Ranged weapons; it is not a bonus to ranged spell attacks or every thrown melee weapon. Free Fighting Style entries.

Choose a style for the equipment you actually use. If your plan changes later, check whether your class permits replacing the style and when. Do not assume you can exchange it freely between every attack.

Epic Boons belong to high-level decisions

The free Epic Boon feats require level 19 or higher and include powerful benefits and an ability increase with a higher cap. That does not make them legal level-1 Origin choices.

At high levels, evaluate the precise granting class feature, feat prerequisite, and ability cap together. A class reaching its level-19 feature and a multiclass character reaching total level 19 are not automatically the same progression event. Epic Boon framework.

For a campaign ending well before that point, prioritize decisions that improve the levels you will actually play. A distant feat should not be the only reason the character feels functional or enjoyable.

How the 2014 system differs

The original rules treat feats as optional. If the DM permits them, you can normally take one instead of the Ability Score Improvement offered by your class. You must meet its prerequisites, and repetition requires permission in the feat's text. Official 2014 customization chapter.

Question 2014 framework Revised framework
Are feats an optional replacement system? Yes, under the core customization option Integrated into backgrounds and specified progression features
Does the core system use Origin/General categories? No Yes, alongside Fighting Style and Epic Boon
Is an ability increase included in every feat? No No; many General feats include one, but inspect the entry
Do prerequisites matter? Yes, including retaining required eligibility Yes, with category and feature requirements where listed
Does total level alone grant a choice? No No
Can I use a revised name with original effects? Only as an explicitly agreed table change Use the actual selected version's text

The original Ability Score Improvement is a class feature; in the revision it is also the name of a General feat. Neither system means you automatically receive both a full ability increase and an unrelated feat from one choice.

For an existing 2014 character, do not convert a recommendation by name alone. Confirm the rules edition, source, prerequisite, and intended interaction. DnDDen's 2014 tabletop Sorcadin route in the build comparison is explicitly an older-rules example; its assumptions should remain separate from revised Paladin decisions.

Put the chosen benefit where you can use it

A good feat note has a trigger, action cost, effect, and recovery instruction where applicable. “Musician: check after a rest” is more useful during play than a name written on a crowded sheet with no reminder.

Use the printable character-sheet resource for notes and resource tracking. If you are playing a Fighter, the Fighter-specific sheet page offers another layout to examine. Neither a sheet nor a shopping collection replaces the feat's rules text.

Before finalizing a choice, rehearse a normal turn and one noncombat situation. Can you name when the feat helps? Does it compete with a preferred action? Is its benefit already supplied by another option? A practical rehearsal reveals conflicts that an isolated ranking may miss.

Can I choose an Origin feat after level 1?

Yes, when the granting feature permits it and you meet the requirements. An unrestricted feat choice is not necessarily limited to General feats. Read both the granting feature and the feat's repeatability rule.

Is an ability increase a boring choice?

It can improve several frequently used statistics at once and make the character's main routine more reliable. Whether another feat is more interesting depends on the player and campaign. Compare concrete benefits instead of treating complexity as a measure of quality.

Should I plan every feat through level 20?

A rough direction helps, but check the campaign's likely level range. Leave room for what you learn about the character and the group. A plan that depends on equipment or levels you may never reach is less useful than a good next choice.

The most useful dnd feats are the legal choices that support the things you want your character to do. Read the current entry, compare the opportunity cost, and write a reminder that makes the benefit easy to apply at the table.

Rules attribution: This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Comparisons, calculations, and recommendations are original adaptations and additions. Proprietary feat summaries are separately sourced to their licensed entries.