Note: This is the FIRST half of a two part tutorial on all feats in the PHB and Xanathar's. Stay tuned and follow me if you want to see the second half!
![Tutorial: Feats!!! (Part One)-[IC]Note: This is the FIRST half of a two part tutorial on all feats in the PHB and Xanathar's.](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7293%2F6fbc33a0015732c67703a865a2b82b98306dd081r1-365-618v2_hq.jpg)
FEATS!!! Why them?!
Hello fellow humanoids/anthropomorphic creatures! If you're reading this, you're probably interested in Feats (or here to watch me fail at explaining them)!
Getting a feat is ALWAYS something I look forward to when I'm playing, or even when I'm DMing. Having a feat makes certain parts of the game more interesting, maybe giving them the ability to round out their characters in ways that they couldn't normally. In any case, it's a lovely reward for that climb to 4th level (or whatever level).
However, before we start chatting about Feats, three things I need to say:
1) There are a LOT of Feats in the PHB in Xanathar's, so I had to make this review in two parts so that way I wouldn't stain myself.
2) You might disagree with me for some of these feats- voice that in the comments! This is my viewpoint of these feats, so it could possibly differ from other experienced players.
3) Some DMs don't allow feats, which, although I don't agree with it, is also fine. I should note that there are certain feats that I would DEFINITELY ban, but there are others that I think are okay. Just that the players had to level up (or sacrifice being a cooler race than VHuman) in order to get to this point, and an Ability Score Improvement might not cut it.
Without further ado, here are the first 17 feats.
Alert
Combat
+5 bonus to initiative, immunity to being surprised, and the ability to cancel out advantage from creatures hidden from you.
By selecting this feat, you set yourself up to be the scout of the party, leading the charge and preparing for any form of attack.
If you’re a Rogue Assassin, this can help you move first in combat for that SWEET advantage, but, really, a Ranger can handle this just as well, being a scout. Any class can benefit from this greatly, by the way, so don't think that only one person can take this.
Athlete
Combat/Exploration
After increasing your STR or DEX by +1, you can now stand up from being prone using only 5ft of movement, climb at full speed, and make a running jump after 5ft rather than 10ft.
Useful for those who would like to climb for the high ground, and really everyone who wants to jump. Reminder that by knocking you prone, the enemy can make a very quick getaway, so by being able to stand up using only 5ft is crucial to
Basically, STR classes or those with increased movement (Monk), this is cool for you.
![Tutorial: Feats!!! (Part One)-[IC]Note: This is the FIRST half of a two part tutorial on all feats in the PHB and Xanathar's.](https://image.staticox.com/?url=https%3A%2F%2Fpa1.aminoapps.programascracks.com%2F7293%2F16bda8f62e5408a3b1b2c2dfdfbc8e4816e99eb6r1-244-150_hq.gif)
Actor
Interaction
After a +1 to CHA, you gain advantage on any check made to yourself off as a different creature, and you can mimic the sounds of any creature or person you heard talking for 1 minute.
This is fun for Rogue Assassins and those with the Charlatan or Entertainer background, as you all get Disguise Kit proficiency. Other than that, I don’t see much other use.
Charger
Combat
If you take the Dash action, you can make a bonus action to attack once (dealing +5 damage on a hit) or shove a creature (10ft away on a success), but you have to had moved 10ft beforehand.
At this level, using your bonus action to make an attack while using your regular action to Dash sounds good, but for the Barbarian, Fighter, Ranger, Monk, and Paladin, that you can, at level 5, attack twice as your regular action, so you would be sacrificing one attack for more damage if you chose this.
If you’re fine with that, then I’d recommend using it for Barbarian (in a rage, you’re already dealing a ton of damage, plus making a STR check to shove is with advantage), or maybe even stack on some smites if you plan it right with the Paladin.
Crossbow Expert
Combat
This basically requires proficiency in crossbows, but you don’t HAVE to have it.
In any case, you ignore the “loading” quality in crossbows you are proficient in (meaning you can use it twice during the Extra Attack feature), you can attack people who is w/in 5ft of you without disadvantage, and you can use your loaded Hand Crossbow as a bonus action after attacking with a one-handed weapon.
Reminder that the Heavy Crossbow is the strongest ranged weapon in the game, and combining it with Archery makes you unstoppable, as you can be ranged AND up close and still be a major threat.
This is almost a requirement for Arcane Archer Fighters (unless you want Sharpshooter), but Rangers could also have some fun with this. (If you have a high DEX and are proficient with all weapons, this is where to be).
![Tutorial: Feats!!! (Part One)-[IC]Note: This is the FIRST half of a two part tutorial on all feats in the PHB and Xanathar's.](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7293%2Fd1cb4813936c6711d4feac9d0b56224257a47f5cr1-1170-500v2_hq.jpg)
Defensive Duelist
Combat
Requiring a DEX of 13 or higher, this feat allows you to add your proficiency to your AC as a reaction when a melee attacker hits you. This requires you to be wielding a finesse weapon you are proficient with, so don’t get all sneaky.
Alright, so this was obviously trying to be pushed for a fancy one v one duel to the death situations, but think about this for a few moments: a finesse weapon you’re proficient with.
All classes are proficient with daggers. It takes 1 hand to cast spells.
If you’re a caster with no real need for Spell Sniper/War Caster, Lightly Armored won’t help, and no want for Magic Initiate/Ritual Caster, then take this to defend yourself. If not, then Rangers and Rogues should always have Rapiers, so if you guys want to be more defensive, choose this, and if you’re a Fighter with Defense, Shield, and a Rapier… oh boy.
Dual Wielder
Combat
You now can dual wield ANYTHING, not just light weapons, and you also gain a +1 bonus to AC!
Two-Weapon Fighting Styles get heavily affected by this, and this allows you to utilize more powerful weapons (not just Shortswords and Scimitars). Besides, that +1 to AC is like the Defense style you never had.
So, Fighters, Rangers, Paladins, or anyone that can get the Two-Weapon Fighting Style.
Dungeon Delver
Exploration
You gain advantage on checks to spot hidden doors, have advantage and resistance to traps and their damaging effects, and can search for traps while travelling at a normal pace, rather than a slow one.
Although this is primarily made for exploration, the big problem with this is that, unless there is a LOT of dungeons and/or a LOT of traps in your campaign (which is rare unless you’re running Dungeon of the Mad Mage), this will only be useful for specific situations that you might not come across.
Even so, the leaders of the party (Scouts, Rangers) would benefit most from this, as they'll detect (or trigger) the trap before you do, and Rogues can disarm the traps with Thieves' Tools.
![Tutorial: Feats!!! (Part One)-[IC]Note: This is the FIRST half of a two part tutorial on all feats in the PHB and Xanathar's.](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7293%2F42b22f9c88adbaf71e1fdcb33f201b3460d6eb1fr1-1004-610v2_hq.jpg)
Durable
Combat
Your CON stat increases by 1, and every time you take a short rest, the minimum amount of HP you can regain equals twice your CON mod- for example, if you have a CON mod of +3, and you roll a 2 recovering your HP (2+3 =5HP regained), it would become a 6 (6HP minimum).
There’s not much to say about this one other than that it is really useful if you are someone with a high CON stat and have a party full of Fighters, Warlocks, Monks, or Rogues, all of whom don’t heavily rely on a long rest as much as they do a short rest. If you’re in a time sensitive campaign, this is really useful for regaining HP, but it would also be recommended to just add +2 to your CON, unless doing so would give you the same benefits as a +1.
I’d say to get this if you REALLY need a +1 to your CON stat AND are one of the classes shown above.
Elemental Adept
Combat
If you can cast spells, then pick either acid, cold, fire, lightning, or thunder. You now ignore resistances to that type when casting spells, and when you roll for damage for that type, you treat 1s as 2s instead.
The main issue with this is that, as a spellcaster, it’s always good to have a large variety of spells, so whenever you encounter a devil that has fire immunity, you can bring out thunder immunity. In any case, the most resisted damage type in the game is cold damage, so if you want to take this feat, it’s better to have it be cold.
Sorcerers, specifically the Dragon Ancestry Sorcerers, would benefit from this the most out of every class.
(Note: you can take this feat multiple times, choosing a different resistance for each one. I would not take it twice, but if you want to, then pick fire next, having fire and ice on your side).
![Tutorial: Feats!!! (Part One)-[IC]Note: This is the FIRST half of a two part tutorial on all feats in the PHB and Xanathar's.](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7293%2F24e9dcd56427de1ef5be79a804473b901e9648dcr1-560-474v2_hq.jpg)
Grappler
Combat
You now gain advantage on attack rolls against the person you are grappling, can pin down a creature you’re grappling (making another grapple check as an action, causing you both to be restrained until the target escapes), and Large bois can’t escape your grapple automatically.
If you don’t know already, grappling in DnD 5e is not too great (it only stops them from moving until they use an action to use their Athletics or Acrobatics against your own Athletics- they can still attack you). This improves it somewhat (preventing them from attacking you, and letting everyone else have advantage on attacking it).
Since you need a STR of 13 or more in order to use this feat, it’s recommended that you be a Barbarian, Paladin, or Fighter to use this.
(Note: When part two comes out, check out Tavern Brawler so you can grapple as a bonus action after attacking with an improved weapon).
Great Weapon Master
Combat
After hitting a creature with a critical hit or reducing it to 0HP, you can make a melee attack as a bonus action. Plus, whenever you attack with a heavy weapon you’re proficient with, you can make a -5 penalty to your attack roll in exchange for +10 damage.
First off, bonus action attacks are always fantastic. Second off, that -5 penalty to your attack roll is AWESOME because you still have a high chance of hitting if you roll with advantage, so if someone’s prone, you absolutely MURDER.
Since this feat relies on you being proficient and using heavy weapons, be a Great Weapon Fighting Fighter or a Barbarian. Paladins are typically cool with a shield, but if you don’t have one, then this is great.
Healer
Combat
Whenever you use a Healer’s Kit to stabilize a creature, they come back with 1HP, and you can use an action to heal a creature 1d6+4+(number of their Hit Dice), but they can only heal from this 1/rest.
I’m going to insert a little chart that describes how cool this feat is, but I should probably note that you need to be okay with being considered the “designated healer” before selecting, as you’ll be an amazing physician.
I’d recommend this to classes that aren’t Front-Line Fighters, so no Fighters or Barbarians. Monks are especially good because they are fast enough to get to you, but Rogues can Disengage from where they are to get to you.
![Tutorial: Feats!!! (Part One)-[IC]Note: This is the FIRST half of a two part tutorial on all feats in the PHB and Xanathar's.](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7293%2Ff9a275438954f61355596134c59fda15da688dc2r1-733-691v2_hq.jpg)
Heavily Armored
Combat
After adding a +1 to your STR, you can wield heavy armor. You can only take this feat if you are proficient with medium armor.
Heavy armor is designed for characters that have a terrible DEX stat, so if your DEX stat is good enough to give you a bonus to AC at all, I wouldn’t recommend this. It would be one thing if you started out with heavy armor proficiency, as you most likely could make DEX your worst stat to begin with, but if you have medium armor, stick with it.
If you want a +1 to STR and a feat, choose Athlete- most likely, you’re a Front-Line or Fighter that would hurt from prone the most. Either that, or improve another ability in tandem.
Heavy Armor Master
Combat
You have to be proficient with heavy armor in order to use this. You gain a +1 to STR and reduce all non-magical bludgeoning, piercing, and slashing damage you take by 3 while wearing heavy armor.
I know the previous feat made me sound like I don’t like heavy armor, but OH BOY, I like this. At this level, reducing 3 damage PER ATTACK you take is great, and having a high AC makes you even more of a tank!
Defense Fighters and Paladins with Chain Mail greatly benefit from this, as their already high AC makes them harder to damage in general.
Inspiring Leader
Combat
You have to have a CHA of at least 13 to use this feat. Spending 10min to make a resounding speech (which can be part of a short rest), you give up to 6 creatures temporary HP equal to (your level + your CHA mod). They can’t gain any more temporary HP from this until they finish a rest.
Reminder that temporary HP goes away after a long rest is over, but in any case, having temporary HP with no real downside other than time (but you can talk while traveling or while a ritual is being cast) is a good feat.
Of course, this is best for CHA classes, so Bards, Paladins, Sorcerers, and Warlocks enjoy this feat a lot.
![Tutorial: Feats!!! (Part One)-[IC]Note: This is the FIRST half of a two part tutorial on all feats in the PHB and Xanathar's.](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7293%2F54455547c47c7e2404787ff85e8db0fb8c07b5a0r1-1000-750v2_hq.jpg)
Keen Mind
Exploration
After increasing your INT by +1, you always know which way is north, know how many hours until sunrise or sunset, and can recall anything you have seen or heard w/in the past month.
It’s a shame I had to end on THIS feat. Fun fact: the sun rises in the East and sets in the West, the sun/moon’s position in the sky can give you a good guess-timation on when it’s going to rise/set, and DMs are supposed to tell you what you have seen or heard if it’s important and vital to the plot!
Don’t take this feat!!! Take Linguist if you want a feat that can increase your INT stat by +1 while also having a good feat to rely on.
WHY ARE THERE SO MANY FEATS
For good reason.
Stay tuned for part two!!! There, I'll go over the Feat that I believe needs to be banned! Try to guess it in the comments section!!!
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