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5e: The Best Feats for Each Class

Written by Ethan

Ethan is a storyteller, GM, and all-around nerd. He spends his time introducing all of his friends to D&D and creating hard magic systems for upcoming novels.

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Whenever a character reaches a level in D&D 5e where they would gain an Ability Score Improvement (ASI), they can instead take a feat. Many players are unsure of what their best options are or which ones are catered to their class. So which are the best feats and for which class?

Feats are unique abilities a character can learn independent of their class abilities. In order to take a feat, a character must fulfill any prerequisites. They can help a character expand their current skills or expand into roles the party needs filled, such as support.

Most Dungeon Masters (DMs) allow characters to take feats but before you just take one, double-check with your DM since feats are technically an optional rule in 5e.

Feats allow for truly incredible custom characters that create great optimization and roleplaying in D&D. But some feats are more cohesive with certain classes with others. If you want to ensure you pick a feat your character will actually use, keep reading.

Best Feats for All Classes in 5e

This section will have some repetition with the specific classes, as some are better for some classes than others. That being said, they are generally good calls for nearly all classes to benefit from.

Healer

Get much more bang for your buck out of Healer’s Kits. The kits have 10 uses, don’t require a skill roll, and the +1 HP from the feat will get downed enemies back on their feet. Using it on a standing creature will now let you heal them to similar or greater amounts as a Potion of Healing. Be mindful of the limitations, though.

For thief rogues’ Fast Hands ability, this means you can use the kit once to get them up and use it again on the same turn to heal them.

Lucky

3 times per long rest, you can re-roll any attack, ability, or saving throw rolls? Sign me up!

It’s similar to the Divination Wizard’s Portent ability; on-the-fly, you can choose which die an enemy’s attack roll against you uses, theirs or yours.

Mobile

+10 ft to speed, Dash ignores difficult terrain, and you don’t provoke attacks of opportunity after you even attempt to melee attack an enemy? This is amazing for all melee classes, especially those with multiple attacks per turn.

Resilient

If an ability score is an odd number, you may want to consider this: round off that number to increase its modifier and gain proficiency in it. If you’re a magic-using non-sorcerer (who already have CON proficiency), then choosing Constitution will not only give you more HP but also make concentration spells that much more… resilient.

While War Caster will also give you Constitution proficiency, it doesn’t have the +1 to an ability score. Weigh the pros and cons, but be aware of this option.

Skilled

Depending on your build, the three extra skill or tool proficiencies can go a long way. Personally, I think the better on is…

Skill Expert

One additional skill proficiency, +1 to any ability score, and double your proficiency bonus for a skill you’re already proficient with? What’s not to love?

Sentinel

Every hit with an attack of opportunity will stop your enemies in their tracks, Disengage becomes useless around you, and get a free attack each turn if an enemy attacks an ally within range? This is the ultimate tank feat, and you’ll see it sprinkled all throughout this post.

Tough

Everyone can use additional health, which is why it falls here. +2 HP per level definitely adds up, especially with the squishier classes.

Best Feats for Artificers in 5e

Artificers are half casters able to be great on the frontline or in a support role. Because of the limited number of spell slots, there are some common feats every artificer will benefit from.

Elemental Adept

This feat allows you to ignore resistance to a specific elemental damage type and treat 1’s on damage dice as 2’s. This is a reliable way to use the eldritch cannon for an artillerist. Alchemists can also benefit.

Fey Touched 

This feat allows you to cast Misty Step once a day and one more divination or enchantment spell.

More spells are always going to be a good option for an artificer. Pick this if you’re interested in spells like Bless or Hex. If you don’t feel like it’s a good enough feat, remember you also get a +1 boost to Intelligence as well.

Metamagic Adept

This feat gives you access to two sorcerer metamagic options and two sorcery points to use on metamagic. 

You don’t have a lot of spell slots. This feat allows you to maximize the slots you do have by twinning Sanctuary or Healing Word, extending Detect Magic or Faerie Fire, or empowering area of effect spells like Thunderwave.

War Caster

If you’re planning to wade into melee as a Battle Smith or Armorer, you’ll want this feat. 

Advantage on constitution saving throws to maintain concentration on your spells, spellcasting whilst having your hands full, and you can cast spells as opportunity attacks

Since you already have proficiency in Constitution saving throws, you can reliably concentrate on spells even while in melee.

Best Feats for Barbarians in 5e

Barbarians hit hard and get hit hard. As such, there are some great feats for Barbarians to take to hit harder, get hit harder, and protect their squishier allies.

Chef

Barbarians rely a lot on short rests and natural healing. This feat gives you—your whole party—an extra 1d8 when they rest by eating your food. 

You can also stuff your face with treats as a bonus action in combat to continuously give yourself temporary HP. Since this scales with your proficiency bonus, it’ll be a great pick at any level. 

In addition, this feat gives you a +1 boost to Constitution.

Great Weapon Master

When you score a critical hit, you can attack again as a bonus action. Before you attack with a heavy melee weapon, you can take a -5 to the attack roll. If you hit, you do an extra 10 damage.

Barbarians are built for heavy weapons. With reckless attack giving you a reliable source of advantage on your attacks, you can safely take the penalty to your attack roll to stack an extra 10 damage to every hit.

Sentinel

This feat has three benefits: when you hit a creature with an opportunity attack, the creature’s speed becomes 0; creatures provoke opportunity attacks even if they choose the Disengage action to run away from you; and you can make opportunity attacks whenever someone within 5 feet of you attacks someone else.

These features are all great for barbarians who typically wade into the thick of combat to take as many hits as they can. If any enemies try to run past you, you can slap them on the back of the head and keep them by your side. 

As the tank, you want them hitting you—not the wizard.

Mage Slayer

This feat has three benefits: you can make opportunity attacks on someone next to you casting a spell; concentration checks that are made as a result of your attacks are made at disadvantage; and you have advantage on saving throws against spells cast by creatures next to you.

This is a useful way to disable enemy spellcasters’ more powerful concentration spells, but it’ll go unused if you never encounter any spellcasters. Best for high-magic games.

Slasher

When you deal slashing damage, you can reduce the speed of the target by 10 feet. If you land a critical hit with slashing damage, your target has disadvantage on attack rolls for a round.

Like Sentinel, this feat makes it harder for enemies to get away from you. In addition, you get a +1 to Strength and the ability to give the enemy disadvantage on their attack rolls for a turn.

Durable

Playing a class that relies on natural healing and rolling a 1 on a hit die sucks. This feat makes you much more survivable. 

Assuming your Constitution started at 15, this feat will increase your Con by 1, boosting your Constitution modifier to a +3, and the lowest amount of HP you can regain (+3 mod included) per hit die is 6 HP

This feat also gets better as you increase your Constitution modifier.

Best Feats for Bards in 5e

Bards are full casters, great at supporting the party, and are usually front and center of social encounters because of their high charisma.

Actor

This feat gives you advantage on Charisma (Deception) and Charisma (Performance) checks when you’re pretending to be a different person, allows you to mimic people you’ve heard, and allows you to add +1 to your charisma

If you’re playing a bard, you’re most likely the face of your party, and this feat can help you with a lot of social encounters.

Defensive Duelist

This feat allows you to use your reaction to add your proficiency bonus to your Armor Class (AC) when a melee attack is made against you. This can be a great option to make a valor bard more durable. Must be using a finesse weapon.

Inspiring Leader

Bards are already one of the ultimate support classes. Take ten minutes to give your entire party temporary HP equal to your charisma modifier.

Keep in mind that this feat begins to lose its effectiveness if your party members already have methods of gaining temporary HP since it does not stack

Magic Initiate

Two cantrips and a 1st level spell from any class list

Typically, this is the feat that people take when they want Eldritch Blast. However, valor bards can benefit greatly from Booming Blade or Green-Flame Blade as well. 

Eldritch Blast and Hex or Armor of Agathys from the warlock spell list or Guidance and Bless from the cleric spell list are both great options.

Metamagic Adept

This feat opens the door for some really interesting combinations like twinning Healing Word on two unconscious allies or Heroism on front liners. 

Double the amount of time your scout is invisible. This feat doesn’t scale well as you only get two sorcery points, so you’ll be using it on 1st or 2nd level spells.

Best Feats for Clerics in 5e

Clerics are full casters who can change their entire spell lists every day, meaning they already enjoy versatility with their spellcasting. Like any caster, feats that capitalize on the spellcasting abilities will be great.

Fey Touched

Clerics don’t normally have access to Misty Step, and two free spells a day is welcome for any spellcaster. Just remember that while you can prepare different cleric spells, whatever you pick for this feat can’t be swapped out.

War Caster

Advantage on constitution saving throws to maintain concentration on your spells, spellcasting whilst having your hands full, and you can cast spells as opportunity attacks.

Metamagic Adept

As with the Bard, two cantrips and a 1st level spell from any class list is pretty great. 

People often take this feat when they want Eldritch Blast. Their second choices are then often Hex or Armor of Agathys from the warlock spell list. Guidance and Bless from the cleric spell list are both great options.

Resilient

If you’re not interested in the additional features of War Caster, consider picking this feat. Apply it to Constitution, and you’ll enjoy a +1 bonus to Constitution, and a scalable boost to your concentration checks and any other Con saves.

Shadow Touched

Clerics don’t normally have access to Invisibility, and again, two free spells a day is always great. Similar to Fey Touched, you can’t swap out the spells you get from this feat.

Best Feats for Druids in 5e

Druids are full spellcasters who can also use their Wild Shape to transform into animals, giving them unique abilities. Feats that benefit spellcasters will be popular here as well as a few options particularly great for druids.

Elemental Adept

Druids rely a lot on fire damage, Circle of Wildfire doubly so. If you’re not keen to find another way to play a druid, just double down on the reliance and take this feat. Now, you ignore fire resistance, and you do slightly more damage. 

It’s worth noting that fire spells and fire resistance are among the most common in the game, so surpassing that resistance can be a huge advantage.

Metamagic Adept

As with the Bard, two cantrips and a 1st level spell from any class list is pretty great. 

People often take this feat when they want Eldritch Blast. Their second choices are then often Hex or Armor of Agathys from the warlock spell list. Guidance and Bless from the cleric spell list are both great options.

Resilient

If an ability score is an odd number, you may want to consider this: round off that number to increase its modifier and gain proficiency in it. Choosing Constitution will not only give you more HP but also make concentration spells that much more… resilient.

While War Caster will also give you Constitution proficiency, it doesn’t have the +1 to an ability score. Weigh the pros and cons, but be aware of this option.

Mobile

An extra 10ft movement, difficult terrain doesn’t cost you extra movement when you take the Dash action and when you melee attack someone (hit or miss), you won’t provoke opportunity attacks for the rest of the turn.

The benefits carry over into your Wild Shape form, so pick something with a Charge attack (like this elk) and steamroll through your enemy, then run away to ready for another charge at them. 

Fey Touched

This feat allows you to cast Misty Step once a day and one more divination or enchantment spell.

More spells are always going to be a good option. Pick this if you’re interested in spells like Bless or Hex. If you don’t feel like it’s a good enough feat, remember you also get a +1 boost to Intelligence as well.

Many of the spell options aren’t normally available to druids.

Shadow Touched

Druids don’t normally have access to Invisibility, and again, two free spells a day is always great. Similar to Fey Touched, you can’t swap out the spells you get from this feat.

Again, many of the spell options aren’t normally available to druids.

Telepathic

This solves the problem that most druids run into when they are in their Wildshape: communication with the rest of the party. Instead of having the giant octopus try to explain what they saw using charades, now you can talk to your party telepathically. The +1 to Wisdom and free Detect Thoughts per day isn’t bad, either.

Best Feats for Fighters in 5e

Fighters are versatile classes that can specialize in many different types of combat. Feats can complement the fighter in a number of ways depending on the subclasses, weapon choice, and party role. Fighters also have the most amount of opportunities for feats.

Defensive Duelist

Once per round, you can deflect an attack by adding your proficiency bonus to your AC. If you expect to be in close quarters combat frequently, then this could literally save your skin. Must be a finesse weapon.

Great Weapon Master

If you’re fighting with a two-handed weapon, this is a great choice. However, when fighting high AC monsters, you won’t be very likely to hit when taking the -5 penalty to attack rolls. It’s a good thing that this feat allows you to choose when to take the penalty and add that sweet, sweet +10 damage.

Heavy Armor Master

This doesn’t seem like much until you realize that you reduce the damage by 3 for every nonmagical attack against you. You can confidently stroll into crowds of enemies and soak up a lot of damage. The +1 strength isn’t bad, either.

Martial Adept

If you’re playing a battlemaster, this feat is great. Though, the die that you gain is a d6, which doesn’t scale at all. 

However, learning two additional maneuvers is what makes this feat great. You’ll have significantly more options to control the battlefield without having to wait another three or four levels.

Polearm Master

Great for defenders. Combine this with Sentinel, and enemies will have to stop moving 10 feet away from you. If your enemy has no ranged option, they will completely lose their turn.

Sentinel

This feat has three benefits: when you hit a creature with an opportunity attack, the creature’s speed becomes 0; creatures provoke opportunity attacks even if they choose the Disengage action to run away from you; and you can make opportunity attacks whenever someone within 5 feet of you attacks someone else.

These features are all great for fighters who typically wade into the thick of combat to take as many hits as they can. If any enemies try to run past you, you can slap them on the back of the head and keep them by your side. 

As the tank or tank-adjacent role, you want them stopping next to you—not the wizard.

Sharpshooter

Fantastic for ranged builds. You’ve probably taken the Archery fighting style, making this a much more useful feat because you’ve still got a good chance to hit (-3 after the bonus from Archery) even when you take the penalty – and that still nets you +10 to damage. Ignoring everything but full-cover is also pretty nice.

Skill Expert

+1 to any ability score, but you should probably pick Strength. Expertise in Athletics makes you a force not to be grappled with.

War Caster

This feat was essentially created with Eldritch Knights in mind. You already have proficiency in Constitution saving throws. 

Add advantage to that, and you will have to get very unlucky to lose concentration on your spells. Casting Booming Blade as an opportunity attack is simply incredible.

Best Feats for Monks in 5e

Monks are martial classes who do a lot of punching and hitting with sticks. There are also some interesting spellcasting feats that work with Monks since they already need Wisdom for ki.

Crusher

This feat gives you a +1 to Constitution, and every turn, you can knock an opponent 5 feet back. You’ll feel so much more like a monk to punch and move, punch and move around the battlefield without taking opportunity attacks as you knock them out of range. Be mindful of enemies using 10 ft polearms, though!

Gunner

Want to mix it up? Now you can have a gun. With the Dedicated Weapon Feature in Tasha’s Cauldron of Everything (TCoE), it can count as a monk weapon for you, although it will be a long time before you need to use your martial arts damage die for it. You can safely wield this in close combat, and you get a +1 to Dexterity.

Fighting Initiate

Have you ever wanted to play a 1st level monk who punches like an 11th level monk? 

Pick this feat (at 1st level as a variant human), pick the Unarmed Fighting style, and now your unarmed strikes deal 1d8 + Strength for damage. 

Your Martial Arts allows you to use Dexterity instead for attack and damage rolls, and Astral Self monks can substitute their wisdom modifiers.

At 2nd level, you can now attack three times on your turn using Flurry of Blows and wipe the floor with your enemies.

Fey Touched

You’ll only be able to cast these spells once a day, but having a Misty Step up your sleeveless sleeve can be useful. Pick Hex for your other spell and add extra damage to every blow you land. The +1 to Intelligence isn’t super useful, but maybe it’ll help with some skill checks.

Sentinel

This feat has three benefits: when you hit a creature with an opportunity attack, the creature’s speed becomes 0; creatures provoke opportunity attacks even if they choose the Disengage action to run away from you; and you can make opportunity attacks whenever someone within 5 feet of you attacks someone else.

These features are all great for the monks who typically wade into the thick of combat to draw as many attacks as they can. If any enemies try to run past you, you can slap them on the back of the head and keep them by your side. 

As with many monk subclasses, there are benefits to being in the fray. One example would be the Drunken Master, who lets you redirect missed attacks made against you at level 6.

Tough

Monks are a martial class with the hit dice of a spellcaster. This feat gives you two extra HP for every level, bridging that gap.

Play as a hill dwarf if you want to be extra survivable—that’s an extra one HP per level, alongside +1 Wisdom.

Best Feats for Paladins in 5e

Paladins are heavily armored, typically melee warriors who make great defenders. While they have some spellcasting, their spell slots typically fuel their smites.

Great Weapon Master

If you’re fighting with a two-handed weapon, this is a great choice.

However, when fighting high AC monsters, you won’t be very likely to hit when taking the -5 penalty to attack rolls. It’s a good thing that this feat allows you to choose when to take the penalty and add that sweet, sweet +10 damage.

Inspiring Leader

Take ten minutes to give your entire party temporary HP equal to your charisma modifier.

Keep in mind that this feat begins to lose its effectiveness if your party members already have methods of gaining temporary HP since it does not stack

Polearm Master

Great for defenders. Combine this with Sentinel, and enemies will have to stop moving 10 feet away from you. If your enemy has no ranged option, they will completely lose their turn.

Shield Master

Push back (5 ft) the armies of Persia with your shield like a Spartan warrior. Hide behind your shield and become (potentially) fireball-proof.

Most paladins choose to wield a sword and shield, making this feat a truly fantastic option. You will have to remember not to take an attack of opportunity if you’re expecting an incoming Fireball as you need your reaction.

Sentinel

This feat has three benefits: when you hit a creature with an opportunity attack, the creature’s speed becomes 0; creatures provoke opportunity attacks even if they choose the Disengage action to run away from you; and you can make opportunity attacks whenever someone within 5 feet of you attacks someone else.

These features are all great for paladins who typically wade into the thick of combat to take as many hits as they can. If any enemies try to run past you, you can slap them on the back of the head and keep them by your side. 

As the tank, you want them hitting you—not the wizard.

Slasher

When you deal slashing damage, you can reduce the speed of the target by 10 feet. If you land a critical hit with slashing damage, your target has disadvantage on attack rolls for a round.

Like Sentinel, this feat makes it harder for enemies to get away from you. In addition, you get a +1 to Strength and the ability to give the enemy disadvantage on their attack rolls for a turn.

Best Feats for Rangers in 5e

Rangers fall into a weird space between a fighter, druid, and rogue. They are renowned for being a useless class. However, that’s been largely improved by the new options in TCoE.

Crossbow Expert

This feat allows you to attack again as a bonus action using a crossbow. More attacks per turn significantly increases the deadliness of your party.

Dual Wielder

This feat is great for the same reasons as Crossbow Expert, except it’s limited to melee. Remember that you can play a melee ranger.

Dungeon Delver

This can be a great pick if you know that you’re going to be exploring some old-school dungeons. If your party has a rogue, let them take this feat instead.

Otherwise, you’re most likely going to be the one scouting ahead and looking for traps, and if you fail at disarming them, you’ll be the one taking the damage—with advantage on saving throws and resistance to its damage. This feat could save your life. As well, having advantage when detecting secret doors is pretty nice.

However, if you’re not playing a game like this, this feat will be useless.

Piercer

Most rangers will be dealing piercing damage, making this feat particularly useful. 

Between Hunter’s Mark and Favored Foe, you will be rolling at least a few damage dice. This feat allows you to reroll to boost your damage output.

+1 to Strength or Dexterity isn’t bad, either.

Sentinel

This feat has three benefits: when you hit a creature with an opportunity attack, the creature’s speed becomes 0; creatures provoke opportunity attacks even if they choose the Disengage action to run away from you; and you can make opportunity attacks whenever someone within 5 feet of you attacks someone else.

These features are great for all rangers who frequently wade into combat. If any enemies try to run past you, you can slap them on the back of the head and keep them by your side. 

As the tank-adjacent melee fighter, you’ll want them stopping near you and the tank—not the wizard.

Skill Expert

Expertise in Perception or Survival can make you an even better scout than you already are.

Sharpshooter

Fantastic for ranged builds. Ignoring everything but full-cover is also pretty nice, if your table incorporates those rules. If you take the Archery fighting style, the -5 becomes a -3; Close Quarters Shooter will also net you a +1 to attacks.

At level 11 of the Hunter conclave, you can multiattack to an almost unrivaled amount, meaning you can get multiple chances to do +10 damage. There are likely other bonuses squirreled around.

Stacking an extra 10 damage onto your already high damage output can make your attacks devastating, but be mindful of your build’s bonuses as this also requires a -5 to attack rolls. Obviously, this works best for more optimized ranged builds. 

Best Feats for Rogues in 5e

Rogues are glass cannons—they can’t take much damage, but they sure can deal it out. They also rival bards for being the most skillful. They do best with feats that ensure you can land your hits and make skill checks more useful.

Alert

Essential for assassins who rely on going first in combat. All rogues are renowned for being hard to kill, and this turns that up to 11.

Dungeon Delver

This can be a great pick if you know that you’re going to be exploring some old-school dungeons. If your party has a rogue, let them take this feat instead.

Otherwise, you’re most likely going to be the one scouting ahead and looking for traps, and if you fail at disarming them, you’ll be the one taking the damage—with advantage on saving throws and resistance to its damage. This feat could save your life. Having advantage when detecting secret doors is pretty nice, too.

However, if you’re not playing a game like this, this feat will be useless.

Mobile

This feat gives you a +10 ft boost to your movement, allows you to ignore difficult terrain when you Dash and the Fancy Footwork ability without being a Swashbuckler

This greatly increases your ability to get in, kill something, and get well out of danger all in one turn.

Piercer

Most rogues will be wielding piercing weapons such as a crossbow and/or a rapier. This feat allows you to reroll one damage die on your attacks which you will always benefit from, although it is a small boost.

This feat is particularly good for assassins, who have advantage to hit anyone that hasn’t taken their turn yet in combat, and they automatically crit when hitting surprised creatures.

Poisoner

This is great, mechanically, as you can effectively add an extra 2d8 to your weapon damage by creating poison and dipping your weapons in it. Ranged builds will find that any ammunition coated in poison will be lost if the attack misses, whereas if you dip a blade in poison, you have 1 minute to hit with it.

In addition to creating your own poisons, there are many poisons that exist explained in the Dungeon Master’s Guide (pg. 257). 

Note that while you ignore resistance to poison damage, creatures immune to poison damage will still be unaffected entirely, and poison damage is the damage type that the most amount of creatures are immune to.

Sharpshooter

Stacking an extra 10 damage onto your already high damage output can make your attacks devastating, but be mindful of your build’s bonuses as this also requires a -5 to attack rolls. Obviously, this works best for ranged builds. 

Use Cunning Action to hide so that you have advantage on the roll. Brush up on your arithmetic because you’ll be adding up a lot of numbers.

Skilled

Do you want to challenge the bard’s Jack of All Trades? With this feat, you’ll now be proficient in at least half of all skills.

Skulker

This feat was built with rogues in mind. Now you won’t have to break line of sight with those you are hiding from. Being lightly obscured means you can hide in any dimly lit area, and you won’t give away your position when you attack, making it another great option for ranged builds.

Best Feats for Sorcerers in 5e

Sorcerers are full spellcasters who learn a terribly small amount of spells. Feats that continue to customize existing spells or add new ones are ideal for sorcerers.

Fey Touched

This feat allows you to cast Misty Step once a day and one more divination or enchantment spell.

More spells are always going to be a good option. Pick this if you’re interested in spells like Bless or Hex. If you don’t feel like it’s a good enough feat, remember you also get a +1 boost to Intelligence as well.

Inspiring Leader

Take ten minutes to give your entire party temporary HP equal to your charisma modifier.

Keep in mind that this feat begins to lose its effectiveness if your party members already have methods of gaining temporary HP since it does not stack

Metamagic Adept

This feat gives you two more metamagic options and two more sorcery points. This will make you actually feel like a sorcerer with multiple options to customize your spells instead of waiting until 10th level for one more metamagic option.

The limitation that sorcery points can only be spent on metamagic is not a big deal since you’re going to be using them for that anyway, plus you can use your other points however you please.

Shadow Touched

More spells are always good for a sorcerer. Silent Image, Inflict Wounds, or Disguise Self are all good options for this. If you don’t feel like it’s a good enough feat, remember you also get a +1 to Charisma as well.

Elemental Adept

This is a popular option for Draconic Bloodline sorcerers to fully utilize the damage type of their draconic ancestry. Ensure your spells are of that damage type, and you won’t ever have to worry about the resistances. Many people recommend fire, as there are plenty of spells dealing fire damage, and it’s one of the most common resistances.

Telekinetic

Gain an invisible Mage Hand that can reach out to 60 feet (if you already know the cantrip) and use your bonus action to shove a creature

Someone’s teetering on the edge of a cliff and needs a helpful shove to their death? You’re up. 

The Eldritch Knight casted Booming Blade? Your shove on their target won’t trigger the damage, but if they want to move back into melee, they will take an extra helping. 

There are a lot of creative uses with this, and you get a +1 to Charisma as well. 

Best Feats for Warlocks in 5e

Warlocks are already the most customizable class. Feats that benefit spellcasters and charisma-based social feats will be great for warlocks, as well as some weapon options for Pact of the Blade warlocks.

Alert

With only a couple of spell slots, it’s very useful to cast them before your enemy’s turn in combat to control the battlefield. However, many warlocks spam Eldritch Blast in combat and save their spell slots for non-combat situations.

Actor

This feat gives you advantage on Charisma (Deception) and Charisma (Performance) checks when you’re pretending to be a different person, allows you to mimic people you’ve heard, and allows you to add +1 to your charisma

If you’re playing the face of your party, this feat can help you with a lot of social encounters.

Defensive Duelist

Once per round, you can deflect an attack by adding your proficiency bonus to your AC. If you expect to be in close quarters combat frequently, as many warlocks do, then this could literally save your skin. Must be a finesse weapon.

Eldritch Adept

Playing a warlock has a lot of customization, but you’ll be pining for more invocations as soon as you get access to them. Like sorcerers and metamagic, this makes you feel much more like a warlock straight away.

As a warlock, you can make the most of this feat since you will meet the qualifications of higher-level invocations. As well, if you’re displeased or the situation changes, you can change the invocation from this feat at every level up.

Fey Touched

This feat allows you to cast Misty Step once a day and one more divination or enchantment spell.

More spells are always going to be a good option, especially for a caster as limited as warlocks. Pick this if you’re interested in spells like Bless or Hex. If you don’t feel like it’s a good enough feat, remember you also get a +1 boost to Intelligence as well.

Shadow touched

Again, more spells are always good for a warlock. Silent Image, Inflict Wounds, or Disguise Self are all good options for this. If you don’t feel like it’s a good enough feat, remember you also get a +1 to Charisma as well.

Great Weapon Master

This is an option for Pact of the Blade warlocks since you can now wield a two-handed weapon. 

Brief Recap: when you score a critical hit, you can attack again as a bonus action. Before you attack with a heavy melee weapon, you can take a -5 to the attack roll. If you hit, you do an extra 10 damage.

Inspiring Leader

Take ten minutes to give your entire party temporary HP equal to your charisma modifier.

Keep in mind that this feat begins to lose its effectiveness if your party members already have methods of gaining temporary HP since it does not stack

Metamagic Adept

You have limited spell slots, so being able to extend them or ensure that they are effective using metamagic can be a great choice. 

People often take this feat when they want Eldritch Blast, but since you already have it, consider Guidance and Bless from the cleric spell list are both great options.

Resilient

If an ability score is an odd number, you may want to consider this: round off that number to increase its modifier and gain proficiency in it. Choosing Constitution will not only give you more HP but also make concentration spells that much more… resilient.

While War Caster will also give you Constitution proficiency, it doesn’t have the +1 to an ability score. Weigh the pros and cons, but be aware of this option.

Spell Sniper

This feat was created with Eldritch Blast in mind. Not really, but it makes it incredibly useful from across the battlefield. 

Telekinetic

Blast, Shove, Repeat.

Gain an invisible Mage Hand that can reach out to 60 feet (if you already know the cantrip) and use your bonus action to shove a creature

Someone’s teetering on the edge of a cliff and needs a helpful shove to their death? You’re up. 

The Eldritch Knight casted Booming Blade? Your shove on their target won’t trigger the damage, but if they want to move back into melee, they will take an extra helping. 

There are a lot of creative uses with this, and you get a +1 to Charisma as well. 

War Caster

This is good for Hexblades for all the same reasons as Eldritch Knights: You already have proficiency in Constitution saving throws. 

Add advantage to that, and you will have to get very unlucky to lose concentration on your spells. Casting Booming Blade as an opportunity attack is simply incredible.

Keep in mind, you won’t be able to cast Eldritch Blast as an attack of opportunity because it’s not a melee attack

Best Feats for Wizards in 5e

Wizards rely more on spellcasting than any other class. They already have a tremendous amount of versatility built into what they can do, and I would highly recommend increasing your Intelligence to 20 before taking a feat.

Artificer Initiate

This spell gives you access to Guidance, Faerie Fire, and Cure Wounds. It has great synergy with your wizard spellcasting since Intelligence remains your spellcasting ability for these.

Elemental Adept

This is not as necessary for wizards, given you’ll most likely have another spell you can cast instead. However, it makes for a reliable damage source despite resistances.

Keen Mind

This gets an honorable mention here because of a certain famous human wizard with it from level 1. Caleb Widogast has utilized this to great effect in Critical Role.

Consider that your DM might not run a campaign in which it’s going to be as useful. However, it’s great for flavor to have a character who remembers everything in the last month.

Metamagic Adept

As with the Bard, two cantrips and a 1st level spell from any class list is pretty great. 

People often take this feat when they want Eldritch Blast. Their second choices are then often Hex or Armor of Agathys from the warlock spell list. Guidance and Bless from the cleric spell list are both great options.

Telekinetic

Blast, Shove, Repeat.

Gain an invisible Mage Hand that can reach out to 60 feet (if you already know the cantrip) and use your bonus action to shove a creature

Someone’s teetering on the edge of a cliff and needs a helpful shove to their death? You’re up. 

The Eldritch Knight casted Booming Blade? Your shove on their target won’t trigger the damage, but if they want to move back into melee, they will take an extra helping. 

There are a lot of creative uses with this, and you get a +1 to Charisma as well. 

Summary

Feats are an optional rule in D&D 5e that allows characters—when they level up and gain an Ability Score Improvement (ASI)—to forgo the ASI and instead learn a unique ability independent of their class features.

Variant Humans and Custom Lineage characters can take a feat at level 1. Otherwise, 4th level is the first time a character can take a feat.

Your character must meet all prerequisites of a feat you choose before you can take it.

There are many great feats in the game that, due to their nature, work well with particular classes and party roles

If you’re thinking about which feat to take, talk to your DM to make sure they allow feats, and talk to your fellow party members to see if your idea will be cohesive with the rest of the party.

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