🏅 Feats
Definition:
Feats are optional character upgrades that grant special bonuses or new abilities beyond Ability Score Improvements (ASIs).
💡 Notes:
Feats can enhance specialization or broaden versatility.
Some multiclass builds depend on key feats for synergy (Polearm Master, War Caster, Sharpshooter, etc.).
Always check with your DM to see if feats are allowed in your campaign.
⚔️ Common Feats
⚡ Alert
+5 bonus to initiative — act earlier in combat.
You can’t be surprised while conscious.
Hidden attackers don’t gain advantage against you.
🐎 Charger
After you Dash, make a melee attack or shove as a bonus action.
On a hit, deal +5 damage, or shove a creature 10 ft away.
Great for melee characters who like to close the gap quickly or protect allies.
🗡️ Defensive Duelist
When wielding a finesse weapon, use your reaction to add your proficiency bonus to your AC against one melee attack that would hit you.
🧠 Why know your AC? Because timing is key — you should know whether using your reaction will make the attack miss.
🤼 Grappler
Gain advantage on attack rolls against creatures you’re grappling.
Can restrain both yourself and the target — but this gives attackers advantage against you.
Works best when combined with Danger Sense, Haste, or grapple-focused builds to offset disadvantages.
⚔️ Great Weapon Master
Before you attack with a heavy melee weapon, you can take –5 to hit for +10 damage.
When you crit or reduce a creature to 0 HP, you can make one bonus attack.
Worth it when your attack bonus is high or enemy AC is low — typically when your hit chance is 65% or better.
💉 Healer
Use a Healer’s Kit to restore 1d6 + 4 + target’s hit dice HP once per rest.
Excellent for parties without dedicated healers — comparable to a low-level Cure Wounds spell.
Also improves the efficiency of short rests when healing party members.
🍀 Lucky
Gain 3 Luck Points per long rest.
Spend 1 point to reroll any attack, ability check, or saving throw — or to make an enemy reroll theirs.
Can turn the tide of crucial rolls (especially on disadvantage or near-miss rolls).
A universal top-tier feat for any class.
🧙 Mage Slayer
When a creature casts a spell within 5 ft of you, you can make a reaction attack.
Targets you hit have disadvantage on Concentration checks.
You also gain advantage on saving throws against spells cast by creatures within 5 ft.
Perfect for martial anti-caster builds.
🏃 Mobile
+10 ft to your movement speed.
When you make a melee attack, the target can’t make opportunity attacks against you that turn.
Ignore difficult terrain when you Dash.
Great for hit-and-run tactics or skirmishers who outmaneuver slower foes.
🪓 Polearm Master
When a creature enters your reach, you can make an opportunity attack.
Use a bonus action to attack with the weapon’s opposite end (1d4 damage).
Pairs well with Sentinel for strong battlefield control.
💥 Savage Attacker
Once per turn, reroll your weapon’s damage dice and choose which result to use.
Ideal for consistent damage output, especially on high-damage, few-attack builds (like Barbarians).
🛡️ Sentinel
When you hit a creature with an opportunity attack, their speed becomes 0.
You can attack a creature within 5 ft that attacks someone else.
Creatures provoke opportunity attacks even when they Disengage.
Combine with Polearm Master for a powerful lockdown combo.
🎯 Sharpshooter
Ignore half and three-quarters cover.
Attacking at long range doesn’t impose disadvantage.
Take –5 to hit for +10 damage (similar to Great Weapon Master).
Essential for ranged damage builds.
🛡️ Shield Master
Add your shield’s AC bonus to Dexterity saves against effects targeting only you.
Use a bonus action to shove a creature (knock prone or push back).
Great for frontline tanks who rely on control and positioning.
🕵️ Skulker
You can hide in dim light or light obscurement (fog, darkness, foliage).
Missing with a ranged attack while hidden doesn’t reveal you.
Excellent for stealth-focused rogues or ranged ambushers.
🍺 Tavern Brawler
Increase STR or CON by 1.
You’re proficient with improvised weapons and can grapple as a bonus action after hitting with one.
Grappled creatures’ speed becomes 0, preventing escape or retreat.
Great for brawlers, monks, or improvised-weapon fighters.