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Top 10 Feats in D&D 5e and Who Should Take Them

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Feats in Dungeons & Dragons 5e are like seasoning—optional, but game-changing when used well. Not every character needs one, but the right feat can turn a good build into something unforgettable.

In this post, we’ll cover the top 10 feats in D&D 5e, what they do, and who should seriously consider taking them. Whether you’re a frontline bruiser or a sneaky caster, there’s something here to sharpen your edge.


1. Great Weapon Master

Why It’s Great: Massive damage potential with a risk-reward twist. You can take a -5 penalty to hit in exchange for +10 damage—deadly when you already have reliable ways to hit.

Best For:

  • Fighters (especially with Extra Attack)
  • Barbarians (especially when raging)

Combo this with Advantage-granting tactics and watch enemies fall like tavern chairs in a bar brawl.


2. Sharpshooter

Why It’s Great: The ranged twin of Great Weapon Master. Ignore cover, extend your range, and get the same -5/+10 power option.

Best For:

  • Rangers and Fighters with longbows or crossbows
  • Rogues who love sneak attacks from afar

If you’re a ranged attacker, this feat changes the game.


3. Polearm Master

Why It’s Great: Adds a bonus attack with the butt-end of a polearm and triggers opportunity attacks when enemies enter your reach.

Best For:

  • Sentinel users
  • Glaive/halberd wielders
  • Tanks who like battlefield control

Pair this with Sentinel, and you’ll create a no-go zone around your character.


4. Sentinel

Why It’s Great: Makes you a control powerhouse—enemies can’t run from you, and you get reaction attacks that can drop their speed to zero.

Best For:

  • Tanks and melee fighters
  • Great with Polearm Master for the ultimate lockdown build

“You move? You die.” — Every Sentinel Fighter, ever.


5. Lucky

Why It’s Great: Three rerolls per day. Use on attacks, saves, or enemy rolls. It’s flexible, powerful, and fits almost any character.

Best For:

  • Anyone, honestly
  • Especially good for squishies, low-save characters, or critical social encounters

Lucky doesn’t break the game—it breaks the dice.


6. War Caster

Why It’s Great: Concentration buffs, somatic spells with weapons, and casting spells as opportunity attacks? Yes, please.

Best For:

  • Clerics, Paladins, Bladelocks, and Gish builds
  • Anyone who casts concentration spells while in melee

No more juggling swords and spells—you get both.


7. Resilient (CON)

Why It’s Great: Boost your Constitution and gain proficiency in CON saves—perfect for holding on to concentration spells under pressure.

Best For:

  • Casters who rely on buffs
  • Frontline spellcasters
  • Great later-game pick for durability

A must-have if your spells keep falling apart mid-fight.


8. Alert

Why It’s Great: +5 to initiative, can’t be surprised, and hidden foes don’t get advantage. You’ll almost always go first.

Best For:

  • Rogues, wizards, glass cannons, or tacticians
  • Anyone who needs to act before chaos hits

“You act before everyone else” is a serious power move.


9. Crossbow Expert

Why It’s Great: Removes loading issues, lets you fire in melee without disadvantage, and grants a bonus action shot.

Best For:

  • Hand crossbow builds (Rogue, Fighter, Ranger)
  • DEX-focused characters who love extra attacks

Great for Rogues who want to dish out sneak attacks from anywhere.


10. Inspiring Leader

Why It’s Great: Temporary hit points for the whole group every short rest. It’s the “group hug” feat with serious staying power.

Best For:

  • Bards, Paladins, Charisma-based leaders
  • Great in gritty, resource-focused campaigns

Never underestimate the power of a speech and free HP.


Final Thoughts

Feats aren’t just about power—they’re about playstyle. The best feat is the one that complements your character’s strengths, fills a gap, or lets you pull off moments your group will never forget.

Whether you’re a tactical mastermind or just want to hit harder, the top 10 feats in D&D 5e are your toolkit for building legendary characters.

Mike “Silver-Tongue”

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