Summary

Feats inDungeons & Dragonsare always a great way to buff your character in new and surprising ways. Some feats you can only take at level one when first designing a character. Others you can take at certain levels in lieu of an Ability Score improvement.

But, which of these feats are absolutely broken, and sure to melt your DM’s mind? Whenever you have the opportunity to take a feat, as opposed to just using an ability score improvement, you should know what your options are and take advantage. Here are some completely broken feats to consider for your character.

A paladin imbues their weapon with Divine Smite in Dungeons & Dragons.

Updated on May 16, 2025 by Jack Filsinger:No matter your class, and regardless of whether you can cast spells or not, feats are a great way in Dungeons & Dragons to improve your character build, and absolutely break the game. That’s why we’ve updated this list with even more completely broken feats of all different types so that you can choose the best DND feats for your character and your campaign.

Enhanced critical hits and crowd control.

Aarakocra Aeromancer from Dungeons & Dragons raises a staff crackling with pink energy.

The Crusher feat may seem straightforward and underpowered at first, but there’s a hidden detail in the rules of this feat that can make it absolutely broken. First, when you take this feat, you can increase your Strength or Constitution score by one to a maximum of 20. Additionally, you can push creatures five feet away when you hit a creature with a bludgeoning attack.

But, most importantly, you gain access to Enhanced Criticals, meaning that whenever you score a critical hit with bludgeoning damage, attack rolls against the same creature all have advantage until the start of your next turn. Combine this with abilities where you can score a critical hit on an 18 or 19, and you might soon be able to wipe out powerful enemies in a single turn.

A wizard using a ball of scrying in Dungeons & Dragons.

Can more easily break enemies' concentration.

Mage Slayer is a classic feat that’s carried over between many different versions of Dungeons & Dragons. With this feat, you can increase your Strength or Dexterity by one to a maximum of 20. Additionally, when you damage a creature that’s concentrating, they have disadvantage.

When it comes to powerful concentration spells that can really disrupt the field of combat, this skill is key. This is also especially helpful for enemies concentrating on spells like Banishment. If you break their concentration, your banished ally returns. Also, with this feat, you can choose to succeed on a failed Intelligence, Wisdom, or Charisma saving throw once per short or long rest.

A dark, shadowy rogue perched on a rooftop in Dungeons & Dragons.

See through deception and illusion.

This top-tier feat has a simple benefit that has a ton of additional, practical uses. First, you can increase an ability score by one to a maximum of 30. Second, you gain Truesight out to a range of 60 feet. Truesight allows you to see through normal and magical darkness, see through invisibility and visual illusions, and even see into the ethereal plane.

The gloom stalker ranger subclass wielding a crossbow in DND.

This means your party virtuallycannot be surprisedor tricked by most standard means. Combine this with other feats like Alert, and it’s near impossible for anyone to catch your team off-guard. Plus, the bonus to an ability score is always worthwhile.

Gain weapon mastery properties.

Weapon Master, like most feats, also allows you toincrease an ability score(either Strength or Dexterity) by one to a maximum of 20. But, beyond that, you can unlock the mastery property of one kind of simple or martial weapon of your choice. Mastery properties can grant players a whole host of boons and are great for fighters or other martial classes.

What really makes this feat broken, though, is the fact that, once per Long Rest, you can change the kind of weapon to another eligible kind. This means you can tailor your skills for the encounters ahead and essentially gain access to every type of weapon mastery throughout your campaign.

A cleric attempts a raise dead spell surrounded by glowing white light in Dungeons & Dragons.

Buffs to ranged attacks.

This feat is deceptively simple and actually has a lot of amazing benefits. Your Dexterity score goes up by one to begin with, and you can ignore disadvantage on ranged attacks while in melee range (provided you’re firing with a crossbow). You also ignore the Loading property on Hand, Heavy, and Light crossbows and can dual wield a Light Crossbow.

This not only helps increase your action economy by allowing you to make an extra attack with a Light Crossbow but will also increase your damage. Plus, since you can ignore Loading, you can fire off multiple attacks from the same crossbow, meaning there’s no reduction to your multiattack if your class has such an ability.

Dungeons & Dragons image showing a barbarian recieving a blessing or a charm from a unicorn.

Provides healing to non-healing classes.

The world of Dungeons & Dragons always needs more healers. And, if you’re willing to commit toa certain background, this feat is well worth the reward. This is especially true if you’re playing a non-healing class.

This feat allows you to heal compatriots with the utilize action, provided you have a Healer’s Kit. Within five feet of you, an injured ally can expend one of its Hit Point Dice, which you roll, and then regain Hit Points equal to your roll. Additionally, you may reroll ones if you’re ever rolling dice to determine how many Hit Points you restore.

Dungeons & Dragons image showing Mordekainen.

Extra spellcasting.

This feat starts out simple enough but has some amazing benefits if used correctly. Be sure to work with your DM however to roleplay a reason why you might have been touched or exposed tothe Feywild’s magic. Otherwise, taking this feat can feel a bit out of character.

First, you get an ability score increase to either Intelligence, Wisdom, or Charisma, meaning you don’t have to completely sacrifice the Ability Score Improvement when taking a feat. Additionally, you’re able to take one level one spell from the Divination or Enchantment schools of magic. From here on out, you always have that spell prepared, as well as Misty Step, and can cast either of these once per long rest. Any feat that gives you extra spells and a stat improvement is well worth it.

A thief holding a treasure chest and sack of gold runs from a red dragon in Dungeons & Dragons.

Faster spellcasting.

Tried and true, this feat is not to be overlooked by full spellcasters. First, you increase your Intelligence, Wisdom, or Charisma score by one to a maximum of 20. Then, you can select several level-one spells equal to your Proficiency Bonus that have the Ritual tag. You will always have those spells prepared and can cast them during their regular casting time rather than using the ritual timeline once per long rest.

Between these boons and the fact that you don’t have to expend a spell slot for these spells, this feat is a must-have for full casters, particularly wizards. If you select this feat early enough in your campaign, that’s even better. This will mean you may start tailoring your spellbook to include more rituals, maximizing how many spells you can prepare per day.

A displacer beast squares off against two player characters in Dungeons & Dragons.

Rerolls on d20s.

Lucky is one of the most famously broken feats in the game. Once acquired, you have several Luck Points equal to your Proficiency Bonus. In other versions of D&D, you have a base level of three points. Talk to your DM to decide which works best for your table.

You can spend these points to give yourself advantage on a d20 roll. Alternatively, you can spend a luck point to impose disadvantage on an enemy creature. Rerolls can oftentimes mean the difference between life and death in high-stakes combat.

Extra opportunity attacks.

Don’t overlook this feat if you intend to play a martial or melee combatant. Sentinel gives you an increase to either strength or Dexterity by one, meaning you also get a small ability score increase. And, anytime a creature within five feet of you takes the disengage action or hits a target other than you with an attack, you’re able to makean Opportunity Attackagainst them.

What’s more, if you hit the Opportunity Attack, the creature can no longer run away, even if they’re trying to disengage. This will greatly increase your action economy in combat. This feat is highly recommended for fighters and monks who like to be in the thick of combat.