Skip to main content

Underrated Feats in 5th Edition D&D to Supercharge Your Unique Character Build

Shane is an avid TTRPG player and DM for 7+ years, on top of being a writer. I love all things D&D and am always up to try a new system!

Try one of these underrated feats in your next character build.

Try one of these underrated feats in your next character build.

The Most Underrated Feats in 5th Edition D&D

5th Edition D&D has many well-known powerful feats, but that means your DM is probably expecting you to use them. Surprise them with an ultra-unique character that takes advantage of these underrated feats instead.

Top 7 Lesser-Known Feats (and Where to Find Them)

  1. Fey Touched (Tasha's Cauldron of Everything)
  2. Observant (The Player's Handbook)
  3. Healer (The Player's Handbook)
  4. Shadow Touched (Tasha's Cauldron of Everything)
  5. Crusher (Tasha's Cauldron of Everything)
  6. Inspiring Leader (The Player's Handbook)
  7. Racial Feats (Xanathar's Guide to Everything)

1. Fey Touched (Tasha's Cauldron of Everything)

Fey Touched was one of the new feats introduced in Tasha's Cauldron of Everything, and it is a feat that I absolutely love. Anyone who knows about this feat and isn't huge on it doesn't understand the power that the spell Misty Step has in actual in-game play.

Getting a free cast of Misty Step gives a degree of battlefield control (or chaos) that's hard to match. Not to mention the fact this is the only way many spellcasting classes can learn this spell.

You also get a 1st level divination/enchantment spell that also gets a free cast and can be added to your spell list without taking up the limits on spell slots that each class has. Having a fighter able to charge a front line, disappear as he misty steps to the backline mage in the distance, then cast Hunter's Mark and unleashes hell on a surprised wizard who wasn't expecting an angry fighter in his face.

Or a monk becomes disgustingly able to flit around the battlefield. Or a squishy PC can disappear out of a bad situation without provoking opportunity attacks that might put them down.

This is a stunningly good feat that brings so much to the table and stays as relevant at high levels as low ones, scaling better than still-great feats like Shadow Touched or Healer.

2. Observant (The Player's Handbook)

Observant can be devastating when you have the comprehend languages spell cast on yourself or a helm that gives the same benefits. It's also a spell that is incredibly powerful when combined with a DM who allows the use of Keen Mind.

Even on its own Observant gives a stat boost, gives +5 to passive perception and investigation which is a fantastic boost especially considering how often perception/investigation is an important part of a DnD campaign. Then add in the ability to read lips.

This has many different applications throughout a DnD game and it pairs with many feats very well. It's one of those feats that just seems to come in handy again and again and again.

In a Dungeons & Dungeons campaign, if something comes up repeatedly, giving yourself an edge in those incidents is a huge overall boost.

3. Healer (The Player's Handbook)

I pretty much skipper over healer all the time because it just wasn't a role I was going to play. Most other 5E players I've talked to have said the same - and we've all been missing out on some pretty interesting potential builds or team compositions as a result.

The healer kit has traditionally stabilized a player to make sure they don't pass over, without having to make a medicine check. But they're still unconscious. This all changes in a BIG way the Healer Feat.

This feat allows any player to use a healing kit (which keep in mind, has 10 charges) to not only stabilize the downed player or NPC without a medicine check but also heal 1d6 + 4 + HDN with HDN equaling the downed character's number of hit dice, which is basically the same as their level.

Scroll to Continue

This means the minimum HP a level 1 character could receive from a healer is 6. The average would be 8-9, and they could heal up to 12...if they had 12 HP at level one.

Since an additional HP gets added with each level up, that means a healer at level 20 helping a downed teammate would give them 25 to 31 HP coming out of unconsciousness.

That allows them to possibly even take a hit and still have their turn to heal up, retreat, attack, or whatever. And with 10 charges...that's hundreds of potential points of healing in one low cost item in the hands of a healer.

This also means if one or more party members take this feat (like monk, ranger, etc) you don't need any healers. A healer ranger and monk can make a cleric-less party extremely viable.

Healing Potions in 5E D&D Comparison Chart

Excellent comparison chart of potions - which also shows why the Healer feat is so strong. Chart used with original creators' permission.

Excellent comparison chart of potions - which also shows why the Healer feat is so strong. Chart used with original creators' permission.

4. Shadow Touched (Tasha's Cauldron of Everything)

This is the cousin to Fey Touched and just like it's "cousin feat" in Tasha's, I don't get why it's so often overlooked. While not quite as strong as Fey Touched at higher levels, it's still an incredibly strong feat especially at low to mid levels.

This teaches the player who takes it the invisibility spell, which they can cast once for free per long rest. Not to mention an additional 1st-level spell of your choice from the illusion/necromancy spells, which have some very interesting choices from those schools.

After the free casts, your character can cast these spells using actual spell slots, as well. Invisibility is broken strong at early to low-mid levels.

Then there's the +1 to a casting stat of your choice.

All those features add up to make for one really impressive feat that does some serious lifting throughout most of the campaign, especially when used unconventionally.

5. Crusher (Tasha's Cauldron of Everything)

The crusher feat should be at the top of the list for anyone taking a monk character for sure. Even for other players, it might be worth trading in that sword or axe for an equally effective battle hammer to get the benefits of this feat.

A hit allows you to shove a creature in any direction you want away from you five feet once per turn, gives you a stat boost, and devastates an enemy on a critical, causing everyone who makes an attack roll against him to do so at advantage until the the start of your next turn.

That's a lot of power into one feat and if your strength is already maxed out, you can go +1 Constitution instead to help improve your health and hit points.

6. Inspiring Leader (The Player's Handbook)

Inspiring Leader is a great feat that likely gets overlooked because it is out of battle as opposed to in-battle, but it's one that every party should want one member to have. A PC takes their charisma modifier plus their level and gives a little 10 minute speech.

The entire party gets that number of temporary hit points equal to the inspiring leader's charisma modifier plus level. So with the eventual +5 charisma you expect from the type of character who would take this, this feat just keeps getting better as the party levels up.

Getting +25 temporary hit points at level 20 is nothing to sneeze at. Even at level 12 where many campaigns end, +17 temporary hit points also tanks a lot of damage. When everyone in the party gets this bonus, it's an even bigger boost.

7. Racial Feats (Xanathar's Guide to Everything)

Racial feats are a little-known aspect of 5th Edition Dungeons & Dragons that appeared in Xanathar's Guide to Everything.

Important: Talk to your DM about if they allow these in-game or not (many DMs don't know they even exist) and how they are willing to play them. Some seem like they could actually be fully powered feats...others don't look quite so filled out - like they serve better as in-game bonuses based on successful quests or something similar.

There are only a handful that apply to each racial background from the base book, but some of these give some pretty solid benefits that could help specialize a build into a particular direction.

There's been no news with expanding this to include new base character races such as those introduced in Volo's Guide to Monsters, so it will be interesting to see how the much anticipated 5.5 update will handle this in the future.

Feat Combos You Shouldn't Sleep On

Individual feats are strong, but there are some combos that are just insane. I'm going to try to ignore obvious overpowered feat combos that even beginning players have heard about dozens of times from newbies how polemaster + sentinel is the killer feat combo of all feat combos.

These are combos that might not be as widely used or well-known but they are combos that can be very powerful together.

Just a short lit of my favorites include:

  • Keen Mind + Observant
  • Lucky + Defensive Duelist
  • Healer + Misty Step
  • Magic Initiate + Spell Sniper
  • Observant + Telekinetic

These are fits that work hand-in-hand to bring out the best in the other and, when combined, are greater than the sum of the individual parts/benefits.

© 2022 Shane Dayton

Related Articles