Top 6 feats for martial characters in Dungeons and Dragons 5e

We’re back on that feat train, baby.

Rather than tackle that extensive ranking list of every feat available (which we’ll get around to doing eventualllly, don’t you worry), we decided to start things off by featuring the ones that work best for specific class types.

We’ve already put out of list of the top 7 feats that are flexible enough to work for any class type, so we’ve now moved onto our sword and shield-wielding frontliners — because martial characters are always looking for ways to land more hits and do more damage.

Here are the top 6 feats to consider if you’re playing a Fighter, Barbarian, Blood Hunter, Ranger, Paladin, or (potentially) a Rogue:

Crusher

Any feat that starts with a +1 to Strength or Con is already off to a good start.

The fact that you can automatically move a creature 5 feet on a hit (no strength save or athletics contest on their part) means that you could potentially force an enemy off a steep ledge and end the battle there and then.

Giving advantage to any other attacks that hit the creature after you crit is just the cherry on top.

Defensive Duelist

This one’s for all those Dex-based fighters out there. Seeing as front-liners generally don’t have to sit on their reactions for a potential Counterspell like most of the spellcasters, picking up Defensive Duelist is a great choice for using that reaction to essentially parry. It could just save your skin on a few occasions.

Fighter Initiate

Picking up a Fighter Style from the fighter class is huge, especially if you’re a fighter who gets to grab a second one. This can range from a +2 to ranged attacks, a +1 to your AC, a +2 to attack rolls if holding your weapon one-handed, or being able to reroll damage dice to ensure that you’re messing that enemy right up.

Great Weapon Master

If your DM likes to send hordes of enemies your way, this one is a no brainer. Getting that extra attack on a crit or after downing an enemy is huge, especially when paired with a Fighter’s Superior Critical ability.

And who could forget the +10 bonus to damage you get just for giving up a +5 to hit?

Savage Attacker

Rerolling damage is huge, especially when you get to decide which total you want to use. This ensures that when you hit, you hit hard, every damn turn.

Sentinel

This one can seriously piss off a DM who is just trying to keep their Big Baddies alive. The feat essentially makes it impossible for anyone to get away from you (yes, even if they try to take the Disengage action) because striking them with an opportunity drop their speed to zero for the rest of their turn.

This is particularly useful given that Sentinel also allows for a melee weapon attack on a reaction if a creature so much as attacks a target other than you while within your range… which they aren’t allowed to leave.

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