Summary
- Some of the worst feats in Dungeons & Dragons include Savage Attacker, Crusher, and Heavily Armored.
- Feats like Piercer, Slayer, and Speedy are underwhelming and specific, impacting gameplay based on conditional outcomes.
- Specialized feats like Blind Fighting, Unarmed Fighting, and Thrown Weapon Fighting lack universal appeal and restrict versatility.
When it comes to leveling up your character in 168澳洲幸运5开奖网:Dungeons & Dragons, selecting feats is a great way ꦆto improve your character concept and give yourself a host of new abiliti💛es to try out. Feats can range anywhere from fighting style feats to more generalized feats that give players stat advantages. However, not all feats are as good as the rest.

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So, if you're a Dungeons & Dragons player and you're trying to decide what feat to take, make sure you avoid the one🅰s on this list at all costs. Here are some of the worst feats in Dungeons & Dragons.
10 Savage Attacker 🍌
Feat Type |
Origin |
---|---|
Prerequisite |
Character Creation |
When you take this feat at character creation, you gain a bonus to damage with your attacks. Whenever you hit a target with a weapo🐈n attack, you can roll two damage dice and use either roll against the target, thus ✨potentially increasing your damage.
Ultimately, there's nothing horrible about this feat. But, it really just all comes down to the dice. You could use this feat as many times as you want, which is great. But, at the end of the day, it can be super frustrating to൲ waste a feat turning three damag🌠e into four.
9 Crusher
Feat Type |
General |
---|---|
Prerequisite |
Level 4+ |
With this feat in tow, you gain a bonus to your Strength or Constitution (your choice), can push enemies when you attack them with Bludgeoning attacks, and can po𒁃tentially impose advꦯantage on subsequent attacks. Individually, these are all pretty good bonuses.
However, the push ability only allows you to move creatures five feet, meaning at most, you might dodge one 🐠opportunity attack, and you can't knock them prone. Two, the advantage attacks only come into play if you score a Critical Hit on your previous attack, so that's never a guarantee of anything. Compared to a lot of other general feats, this one is just a bit underpowered.
8 H♚eavily Armored
Feat Type |
General |
---|---|
Prerequisite |
Level 4+, Medium Armor Training |
Most of the armor feats range from mid to bad, i꧒n my opinion. That's because, most of the time, if your class and character concept is suited to wearing armor, that will already be a part of your class features. For example, fighte♚rs are already able to use Heavy Armor without the need for a feat.

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This can be helpful for classes like barbarians, who don't ♛naturally have proficiency with heavy armor. However, ultimately, this feat is only going to be helpful for a specific type of character. However, the bonus to Strength or Constitution can be nice.
7 ꦰ Mounted Combatant ♓
Feat Type |
General |
---|---|
Prerequisite |
Level 4+ |
Once again, this feat is so hyper-specific that mꦐost of the time it just doesn't feel worth it. When you take this feat, you gain an advantage on attack rolls against any unmounted creature in melee range while mounted. Your mount also gets buffs to resisting damage with Dexterity throws, and can force attacks to hit you instead of your mount.
While all of these abilities are fine to good, again, this is really only going to apply to a super-specific character type 168澳洲幸运5开奖网:who already has a mount. Subclasses like cavalier can synergize well with this ability, but ultimately, unless ꦕyou're deadset on havi𒈔ng a mount, this isn't going to be worth it.
6 Piercer
Feat Type |
General |
---|---|
Prerequisite |
Level 4+ |
When you ta⛄ke this feat, you gain a bonus to your Strength or Dexterity and can reroll piercing damage. However, you must use the new roll when you do so. Additionally, you can roll extra damage on criticals with pierci𒊎ng damage.
Again, nothing is technically wrong with this feat𝔉, but compared to some of the others you can take, this one just feels a little underwhelming. Plus, there's not much in the way of character flavor with this🤡 feat. How do you even roleplay extra piercing damage? You can't.
5 Slasher
Feat Type |
General |
---|---|
Prerequisite |
Level 4+ |
With the Slasher feat, you can reduce t𝓰he speed of creatures by ten feet when you attack them with slashing damage. You can also impose disadvantage on enemy combatants when you score Critical Hits with slashing damage, which is good.

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However, again, compared to a lot of other feats, the slasher f🍬eat is relatively specific. Plus, its best feature only works on criticals, which is no guarantee. Overall, I would recommend avoiding feats where the abilities only work under certain conditions, like hitting targets with a certain type of damage or on a critical hit.
4 Speedy
Feat Type |
General |
---|---|
Prerequisite |
Level 4+, Dexterity or Constitution 13+ |
When you take the Speedy Feat, your overall speed increases by ten feet, and whenever you take the Dash action, difficult terrain does🦋n't co𓂃st extra movement. Plus, opportunity attacks have a disadvantage against you.
The disadvantage of opportunity attacks is far and away the best part of this feat, so it's nothing to sneeze at. However, the problem with this feat is that it sort of works against itself. You have buffs to speed, meaning it's easier to get away from opponents, yet its best feature has to do with opportunity attacks, which obviously only come into play in melee range. The function of this feat can feel somewhat counterintuitive. Though it's probably one of the better ones 🍰on this list overall.
3 🐓 🍨 Blind Fighting
Feat Type |
Fighting |
---|---|
Prerequisite |
Fighting Style Feature |
This feat is incredibly simple. When you take the Blind Fightinജg Style feat, you gain Blindsight within a range of ten feet. This means that you can still attack creatures within ten feet of you, even if you're blinded. This is great. However, Blindisght doesn't work against Total Cover, which is a bummer.
Plus, this is really only going to work if you're primarily a melee combatant. There's not a lot of universal appeal to this feat, 168澳洲幸运5开奖网:so long-range fighters or rangers probably shouldn't take this feat. Honestly, the best class to take this feat would be monks, who donꦓ't naturally gain Fighting Style feats, meaning they can't always meet the prerequisites required.
2 ⛎ Unღarmed Fighting
Feat Type |
Fighting |
---|---|
Prerequisite |
Fighting Style Feature |
When you take this feat and make an Unarmed Strike against another creature, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier as opposed to the normal damage for your Unarmed Strike. Plus, if you don't h🍸ave weapons, this becomes a d8. You can also deal 1d4 damage to an enemy while Grappled.

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This is all well and good, but again, it feels a bit hyper-specific. How often are you in combat and not wielding weapons? Not that often. Ultimately, this is really only going to be helpful if your character is suddenly 168澳洲幸运5开奖网:ambushed or caught off guard.
1 ♊ Thrown Weapon Fighting
Feat Type |
Fighting |
---|---|
Prerequisite |
Fighting Style Feature |
If you have this feat, whenever you make a range꧋d attack with a Thrown weapon, you gain a +2 bonus to the damage on your roll. This is obviously goin💯g to be a great feat for combatants who have thrown weapons; however, there are some obvious problems with this.
First of all, if you don't have a magic weapon that returns to you when thrown, you're really only going to be able to do this once or twice, depending on the n💯umber of thrown weapons you have. Thrown weapons in general in Dungeons &💖 Dragons always felt a little circumstantial to me. If you're taking Fighting Style Feats, you're far better off looking elsewhere on the list.

- Franchise
- 168澳洲幸运5开奖网:Dungeons & Dragons
- Original Release Date
- 1974
- Publisher
- 168澳洲幸运5开奖网:Wizards of the Coast
- Designer
- 𒊎 E. Gary Gygax, Dave Arneson
- Player Count
- 2+
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