Feats can be a contentious topic around the D&D table.
Some DMs allow them, some ban them outright, and others pick and choose a few to omit, while making sure that the players find a way to truly earn the ones that they do pick up.
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Not to mention that to grab a feat you have to forgo the Ability Skill Improvement you’d otherwise receive at that level up, which can have some significant repercussions down the line.
But if you’ve gotten the go ahead from your DM and you feel like those Ability Scores are as high as they need to be, then we’ve got you covered.
Here’s a list of the top 7 feats that are great pick ups regardless of what class or race you’re currently running (in no particular order):
Alert
While it doesn’t offer the +1 Ability Score bump that other feats might, Alert ensures that you won’t get absolutely whomped by surprise enemies ever.
That +5 bonus to initiative may very well result in getting to do more in combat than other PCs, especially if those encounters only ever last for 1.5 rounds on average.
Inspiring Leader
Giving the whole party a temp HP bonus before heading into a fight can be the difference between victory or a TPK. HP equal to your level + Charisma mod is nothing to scoff at, either. Sure, you need to have a Charisma of 13 or higher, but we’re sure that some DMs will look the other way on that if you promise to actually give a rousing, inspiration speech each time you use the ability.
Lucky
Usually the target of DMs who are looking to cull the list of feats available to players, Lucky essentially gives three Inspiration dice at the end of every long rest.
Hell, it’s even more powerful than that, given that you can force an attacker to use one of your rolls instead of the one that hits you. An easy choice for anyone who wants a feat but doesn’t know which one to take.
Magic Initiate
The fact that you don’t have to already be a spellcaster for this one is amazing. This means that you can give two cantrips and one first level spell (which can be cast once per short rest) to a barbarian, fighter, or any other non-magic using class.
Or give it to your own spellcaster to bolster their known spells and essentially add an extra spellcaster.
Savage Attacker
This one might just be for the melee weapon front liners, but damn is it ever good. Being able to reroll damage dice and choose which total to use once per turn ensures that you’ll be laying on the damage every round.
Skill Expert
Increase any ability score by 1 (a great way to round out those 13s, 15s, or 17s without taking a full ASI), proficiency in one skill of your choice, and expertise in something you’re already proficient in. This feat is a great one to pick up a few levels in once you’ve become your party’s go to survivalist, medic, or investigator to really bolster your ability in that niche.
Skilled
Additional proficiency in three skills or tools can go a long way — especially once you’ve got a feel for what skills your own party is missing.
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