The most impressive feats can change the game and define character.

Feats can expand your character’s options and strive to always be beneficial to your campaign.

If you don’t remember you’ve accomplished something, then your feat may not have been all that impressive in the first place. 

What do you need to pick to build your next building?

On this page, I’ve tried my best to select the top achievements in the main D&D 5e books that are the source including the Player’s Handbook and Xanathar’s Guide to Everything.

Note: I intentionally left out the feats found in Unearthed Arcana and Eberron – Rising from the Last War. 

The majority of the feats in those books are uninteresting and uninspiring, they’re also in no way Adventurer’s League legal.

20. Squat Nimbleness

Source: Xanathar’s Guide to Everything

Dwarves and Halflings are able to move more quickly.

Squat Nimbleness allows you to gain 5 feet of speed when walking and a boost to your strength or dexterity and the ability to master Acrobatics or Athletics and gain an edge in escaping the grip.

It’s an easy feat that comes with many small advantages, when taken together it makes Squat Nimbleness pretty great.

19. Elven Accuracy

Source: Xanathar’s Guide to Everything

Elven Accuracy is accessible to Elves as well as Half-elves.

If your attack roll involves Dexterity, Wisdom, Charisma, or Intelligence gains that you have, you can choose one of these dice rolls and roll it.

This will give you three d20 rolls instead of the standard two.

This can also increase your dexterity, wisdom, Charisma, or Intelligence by 1.

Maximizing your advantages is the goal of the game when you play Elven Accuracy and it earns on this list.

18. Prodigy

Source: Xanathar’s Guide to Everything

Half-elves, half-orcs, and even humans can benefit from this racial advantage.

Select an instrument, skill, or language of your choice. 

From there you’re competent. 

Nice!

Choose a skill that you’re already proficient at and increase by any bonus to your proficiency you receive from this ability.

Prodigy can’t be stacked against Expertise, but it’s an absolute must-have for addicts.

17. Shield Master

Source: Player’s Handbook

By using Shield Master you transform into the shot-making machine.

There was a belief that with Shield Master, it was possible to charge your enemies, then slap them to the ground with bonus actions and then strike your foes with a head start.

Even though this could be quite significant, the decision of the 2019 Sage Advice Compendium has been made that you are only able to push at them after all of your attacks have been carried out.

However, this doesn’t mean that Shield Master doesn’t have any value. 

The ability to move at 5 feet or even in a prone position as a bonus could be efficient if planned properly.

The Shield Master’s shove can help allies with a range keep their distance from the enemy. 

If you use it prior to the turn of another ally the prone enemy will be now a target for your group.

It is also possible to push enemies into the area of impact.

16. Mage Slayer

Source: Player’s Handbook

Mage Slayer is a great choice for those who are looking to play the melee archetype that is anti-mage.

If a creature in the vicinity uses an effect, you could engage in a melee assault on them in response.

If you cause harm to the creature, you put advantage on them, when they attempt to save their concentration.

Furthermore, your saving throws are now able to benefit against spells of creatures when they’re close to you. 

You can only take advantage of this feature in the event that you’re confronted with a lot of spellcasters in your play.

15. Second Chance

Source: Xanathar’s Guide to Everything

Second Chance can be a racial ability that is available to Halflings and is activated when a monster strikes you.

If this happens to the player, you can make players roll the attack roll in response. 

This can only be applied only once per initiative roll or after a brief or long break.

I like to think of Second Chance in the sense of “lucky junior” and an easy addition to this list.

14. Heavy Armor Master

Source: Player’s Handbook

You get so adept in using heavy armor that you are able to block strikes.

Heavy Armor Master, boosts the strength of your weapon by 1 but it becomes more powerful due to the additional benefit.

Also Read:  Armor of Agathys 5e D&D Guide

It is possible to reduce non-magical weapon damages by 3 when you wear heavy armor. 

It may not seem like much. 

However, if you combine Heavy Armor Master with a Battle Master’s Parry that way, you can possibly reduce damage received by a minimum of 11 points or more.

13. Mobile

Source: Player’s Handbook

Mobile speeds up the speed of your vehicle by 10 feet.

If you accomplish this action, you will not require an extra turn to handle challenging terrain when dashing. 

You no longer trigger opportunities to attack your targets, regardless of whether you are able to successfully launch an assault on them or not.

The process is easy. 

However, if you’re looking for a way to be able to enter and exit combat then this is your best method.

One reason for not listing Mobile above the rest of this list is that the majority of encounters are designed for closed spaces.

There are more things to think about during a confrontation than simply moving your body. 

However, Mobile is a solid accomplishment if you’re able to grasp it.

12. Magic Initiate

Source: Player’s Handbook

If you opt for Magic Attune feat you can pick between Sorcerer, Wizard, Cleric, Druid, Warlock or Bard. 

You will then master two Cantrips and a 1st-level spell from the chosen class and spell list.

Magic Initiate is typically picked because of its remarkable range of applications.

Making use of Magic Initiate can give you an edge in combat, or let you make use of utility spells that might not otherwise be able to access.

When you purchase Magic Initiate, players also get accessibility to Cantrips which scale according to your level. Like Fire Bolt or Eldritch Blast.

You can get a first-level spell, such as Find Familiar for more utility and Hex to increase damage. 

Magic Initiate’s amazing ability to be versatile is always worth the cost.

Be aware that whichever spell book you choose to use, the cast ability score of the class will be the one you’ll use to cast your spells.

11. War Caster

Source: Player’s Handbook

War Caster is amazing on spellcasters.

The primary reason you should get War Caster is that you will gain an advantage in Constitution casting when you are taking the damage and need to keep your focus on your ability.

War Caster allows you to use the spell whenever an opponent’s action triggers the enemy to launch an offensive against you.

The benefit of this isn’t as impressive since you need to remain in the distance as an aspiring spellcaster

Most enemies will stay away from spellcasters if they come within range.

The final advantage to using War Caster allows you to perform the somatic part of your magic while being in the grip of weapons or a shield. 

This is a great feature when you’re a Combat Bard as well as an Arcane Trickster.

Why War Caster isn’t at the top of my list is due to another skill that could help you better during concentration tests. 

War Caster is a great achievement, however, and definitely worthwhile to try. 

If you’re looking for something more advanced read on!

10. Alert

Source: Player’s Handbook

Alert is easily accessible, which makes it top of my list of favorites.

By using Alert you immediately receive a bonus 5 points for your ability to take initiative.

You’ll not be surprised when aware and will not be disadvantaged when attacking rolls are made against you when confronted by an unknown attacker.

The bonus opportunity is highly effective on characters with Strength because they generally have poor Dexterity scores.

Being able to be the first during an encounter, move, and take out the initial hits makes the encounter a lot easier.

If you’re a dexterity-based character or such as a Barbarian that has an advantage in initiative checks or spellcasters, using Alert is worth the effort. 

Since it almost always ensures that you’ll be the first to eliminate an opponent or take control of the battlefield.

The combination of starting first and not taking any risks is what makes Alert an impressive task to learn.

I’m not able to count the number of times Alert has made ambush seem like a joke for my players.

9. Healer

Source: Player’s Handbook

The healer is among the most efficient utility and cost-effective feats.

In order to perform an action, utilize a healing kit to help stabilize your allies while they’re performing death saves.

This by itself is astounding.

Also Read:  The Magical Telegram: Sending 5e D&D Guide

You can also make use of a Healer’s Kit to treat a person once per turn for 1d6 + 4 and the level of the target.

It’s a bargain for something that’s only 5 gold and has ten applications is amazing.

In addition, it is possible to repeat this trick again after some time.

8. Sharp Shooter

Source: Player’s Handbook

The Sharp Shooter feat takes your archery skills up to the next level.

If you attempt to attack using a weapon that is ranged you’ll be able to take an attack roll that is slowed by -5 rolls to gain a significant +10 bonus on damage.

This penalty of -5 is compensated with Sharp Shooter itself.

Sharp Shooter permits you to disregard half-cover and three-quarter coverage that would typically give the target an additional AC. 

Another benefit is that you’re no longer in a disadvantage when using the option to have a longer range of the ranged weapon.

Fighters and Rangers are also equipped with a device to mitigate Sharp Shooters’ penalty of -5 since they receive an attack roll bonus of 2 due to the archery Fighting Style.

This is almost as if cheating on low- to mid-level characters.

It is also well-translatable to higher levels.

7. Crossbow Expert

Source: Player’s Handbook

If you’re considering using the Crossbow it is essential to learn Crossbow Expert.

It lets you ignore the crossbow’s loading properties which means that you will not be disadvantaged by attack range.

What makes this feat the best is that, if you choose to attack using the one-handed weapon in the attack and you are able to attack with a hand crossbow for an added bonus.

Because a hand crossbow can be described as one-handed the same rule applies when battling with hand crossbows.

You can now make two strikes using your hand crossbow, with the cost of just one thing.

This is what makes Crossbow Expert exceptional even at lower levels, when you’re typically making single-attacks. 

Hand crossbows are highly effective, despite the lesser damage dice it employs when compared to a heavier crossbow.

6. Great Weapon Master

Source: Player’s Handbook

This is among the top memorable and well-loved feats of Dungeons and Dragons 5th edition.

When you’re using a powerful weapon you can add a -5 penalty for your attack roll.

This will allow you to get a significant +10 damage.

If you hit critical hits or bring a target down to the point of no-hit then you can make use of an extra action to perform an additional melee attack.

It’s crazy to think that you consider that a Barbarian is able to take greater weapons mastery as well as rages and Reckless Attacks due to the advantage in attacks.

Not just Will Reckless Attack overpower the -5 penalty and you’ll also have two d20’s to roll each time you attack. 

This increases the chances of landing critical hits and activates the additional attack of the Great Weapon Master.

This feat is amazing that you can build a Barbarian using as many strength and Constitution as it could obtain and then only get the Great Weapon Master but you’ll still be among the top deadly build options available.

Utilize Bless or discover ways to gain an advantage in your attack rolls, to benefit from this amazing feat.

5. Resilient

Source: Player’s Handbook

One reason War Caster isn’t so prominent in this ranking is due to Resilient.

Resilient allows you to increase your contribution to any score in the ability you wish to increase by one you also gain experience in saving throws that are associated with the ability score.

This is an easy and effective way to improve strange ability scores from the creation of characters.

Resilient allows you to gain proficiency using two of three common 5e saving throws, which are Constitution Dexterity, Constitution, and Wisdom.

Your class is proficient with at least one of these three. 

So Resilient can let you take an additional.

For those with heavy armor dexterity and wisdom tend to be weak and Resilience can help cover at the very least one weakness where your AC can’t help you.

This is the reason why, if I had to pick between Resilience or War Caster Resilience is the better choice. 

Because it will also aid to improve concentration.

4. Bountiful Luck

Source: Xanathar’s Guide to Everything

Bountiful luck is so great that I’m constantly tempted to play as a Halfling even if nobody else would like to.

Also Read:  What is a Bonus Action in D&D 5e?

For those who realize that taking down the evil villain and navigating dungeons requires more than hitting objects with a huge ax, then you’ll enjoy Bountiful Luck.

This ability lets you roll for allies within 30 feet of them as an action if they roll one.

The fact that it can be used for every round and can be used to prevent attack rolls, save throws, and ability checks is a huge reason why it’s so broken. 

You’ll be amazed at how often 1’s are as well as how Bountiful Luck shields your group from the pitfalls of the roll.

3. Polearm Master

Source: Player’s Handbook

If you enjoyed Crossbow Expert, Polearm Master is the melee version.

If you are using a weapon that has reach, you may take the bonus action of using this weapon’s butt end to cause 1d4 damage. 

The damage dealt is 1d4.

It’s to the identical ability scores that you used for the damage roll you took to make your primary attack.

This effect affects glaive spears, halberds (very exciting), and quarterstaffs.

Polearm Master is a great companion to Greater Weapon Master since the two glaives and the halberd both are heavy polearms.

This is the foundation for a powerful combat damage dealer.

You’ll have the ability to gain additional attacks by completing your bonus attack and enemies approaching you are attacked.

All benefited from more attack options, like Barbarian’s Rage and Paladin’s Smite or Battle Master’s Maneuvers.

If you’re considering an individual character who uses the Polearm to build, then Polearm Master can quickly boost your character.

2. Sentinel

Source: Player’s Handbook

Be ready for a fight, sentinel is among the most impressive feats you can achieve if you’re playing a tank.

Any person who is hit by your chance attacks will be stopped by reducing their speed to zero. 

If that’s not enough, the enemy won’t be able to disengage to avoid opportunity attacks. 

Therefore, if you get the target, it isn’t going to go away.

In the event that a beast happens to strike an ally less than 5 yards from you, then you may make use of a reaction to strike them.

Sentinel is the best method to keep your enemies from group members.

Add this to Polearm Master and anything that is within 10 yards of you will be unable to ignore you.

Although you can only trigger one reaction per turn Polearm Master and Sentinel both provide you with a variety of conditions to trigger one that you are able to easily manage the pace of the battle.

This is the best technique when using an assault weapon that has reach.

If your opponent gets towards you the target, you must stop them at a distance of 10 feet, as a result of the threat of Sentinel or Polearm Master’s chance to strike.

After that, you can take on them at your next turn and then move 5 feet back.

If your target doesn’t have a lengthy reach the combination could be misused.

This is the reason why this feat is so strong. 

In spite of Polearm Master, Sentinel is an extremely impressive feat all on its own. 

If it weren’t for the next thing that I have listed I would have put Sentinel as the number one feat.

1. Lucky

Source: Player’s Handbook

Lucky is by far, the most impressive accomplishment of the 5th edition.

This incredible feat gives you 3 luck points, which can be used to roll an additional d20 when you make the ability test, attack, or saving throw.

Then, you can choose which dice you will use to determine the result.

Even though you need to do the above prior to knowing whether you have succeeded or not, Lucky will be able to help you out of the aforementioned circumstances.

It doesn’t need to be a one-to-three trigger because any d20 roll you create can be rerolled up three times.

If you’re also stuck and threatened, you can make use of one chance point to roll the 20 on a d20. 

Then, you decide if you want to take advantage of your roll or your opponent’s roll. 

In the event that you utilize Lucky to affect the result of a dice roll, they will cancel each other out and nobody gets that extra d20.

Lucky is an achievement that every character should seriously think about doing at any time during the campaign.

It’s basically getting a benefit by requesting.