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”

