10 Best Feats for Fighter in D&D 5e Ranked (2024)

10 Best Feats for Fighter in D&D 5e Ranked (2024)

The Fighter has always been the most modular class in D&D 5e. In the 2024 Player's Handbook, this is even more true. You still get more Ability Score Improvements than anyone else, but the feats you spend them on have changed drastically.

If you are coming from the 2014 rules, you need to reset your expectations. The "power attack" mechanic of taking a penalty to hit for massive damage is gone. In exchange, almost every combat feat is now a "Half-Feat." This means they give you a +1 bonus to Strength, Dexterity, or Constitution. You no longer have to choose between getting stronger and getting cool abilities. You get both.

Here is my ranking of the best feats for the 2024 Fighter based on math, utility, and actual play experience.

Understanding the New Feat Types

Before we start, remember that feats are now split into two categories.

  • Origin Feats: You can only take these at Level 1 via your Background or as a Human.

  • General Feats: You must be Level 4 or higher to take these.

10. Alert (Origin Feat)

Prerequisite: Level 1 Best for: Tacticians and Battle Masters

Going first is always good. Alert adds your Proficiency Bonus to your Initiative roll. By high levels, that is a +6 bonus.

The real power here is the new Initiative Swap mechanic. Immediately after rolling initiative, you can swap your roll with a willing ally. If your Cleric rolls poorly and ends up going last, you can give them your high roll so they can cast Bless or Hold Person before the enemies move. It allows you to control the flow of battle before a single sword is swung.

9. Charger (General Feat)

Prerequisite: Level 4, Str or Dex 13+ Stat Bonus: +1 Str or Dex

The old version of Charger was bad because it cost your Action. The 2024 version is excellent because it works with your normal movement.

If you move 10 feet in a straight line before hitting a creature, you can either deal an extra 1d8 damage or push them 10 feet. This works once per turn. Fighters have great mobility, so you will trigger this constantly. The push is amazing for knocking enemies off bridges or into hazard spells like Wall of Fire.

8. Mage Slayer (General Feat)

Prerequisite: Level 4, Str or Dex 13+ Stat Bonus: +1 Str or Dex

Fighters have one major weakness. It isn't dragons or giants. It is saving throws against spells. A simple Fear or Dominate Person spell can take you out of the fight instantly.

Mage Slayer gives you a feature called Guarded Mind. If you fail a saving throw for Intelligence, Wisdom, or Charisma, you can choose to succeed instead. You can do this once per Short or Long Rest. It is basically a "Legendary Resistance" for players. For high-level campaigns, this is mandatory.

7. Shield Master (General Feat)

Prerequisite: Level 4, Shield training Stat Bonus: +1 Str

If you play a sword-and-board character, this is your bread and butter. The 2024 update made a huge quality-of-life change here. You no longer use a Bonus Action to bash enemies.

Now the bash is part of your Attack Action. When you hit a creature, you can knock them Prone or push them 5 feet. Since this happens during your attack chain, you can knock them down with your first swing and then make all your remaining attacks with Advantage because they are prone.

6. Heavy Armor Master (General Feat)

Prerequisite: Level 4, Heavy Armor training Stat Bonus: +1 Str or Con

This feat used to be great at level 1 and useless at level 10. Now it scales with you forever. You reduce Bludgeoning, Piercing, and Slashing damage from non-magical attacks by your Proficiency Bonus.

At level 17, you reduce damage by 6. If a Marilith hits you 7 times in one turn, you soak 42 damage just by wearing armor. It makes you incredibly efficient at tanking hordes of enemies.

5. Crossbow Expert (General Feat)

Prerequisite: Level 4, Dex 13+ Stat Bonus: +1 Dex

The "machine gun" playstyle is different now. You don't get a free Bonus Action attack just for having the feat. Instead, this feat enables the Two-Weapon Fighting style to work with Hand Crossbows properly.

The most important feature is that you no longer have Disadvantage on ranged attacks while an enemy is next to you. This lets you play a "melee archer." You can stand on the front lines, tank hits, and fire point-blank into enemy faces.

4. Sentinel (General Feat)

Prerequisite: Level 4, Str or Dex 13+ Stat Bonus: +1 Str or Dex

This is the ultimate tanking tool. If you hit a creature with an Opportunity Attack, their speed becomes 0. They are stuck next to you.

The updated rules also clarify that you can make a reaction attack if an enemy within 5 feet attacks someone other than you. This forces the Dungeon Master to deal with you. They cannot ignore the Fighter to go hit the Wizard, or they will get punished for it every time.

3. Sharpshooter (General Feat)

Prerequisite: Level 4, Dex 13+ Stat Bonus: +1 Dex

You might look at the new Sharpshooter and think it was nerfed because the "-5 to hit, +10 damage" option is gone. Do not be fooled. It is still a top-tier pick.

Ignoring 1/2 and 3/4 cover means your shots land when others would miss. Firing at long range without Disadvantage keeps you safe. But mostly, being able to fire into melee without hitting your allies is crucial. Since you now get +1 Dexterity from this feat, you reach 20 Dexterity faster, which means your accuracy and damage are mathematically higher on average than before.

2. Polearm Master (General Feat)

Prerequisite: Level 4, Str or Dex 13+ Stat Bonus: +1 Str

Action Economy is king in D&D. Polearm Master gives you a Bonus Action attack (dealing 1d4 damage) and a Reaction attack when an enemy enters your reach.

In 2024, that little Bonus Action attack is even better because it applies Weapon Mastery effects. If you use a Glaive, you can apply the Graze property to deal damage even if you miss. If you use a Halberd, you can trigger Cleave. More attacks mean more chances to trigger your weapon effects.

1. Great Weapon Master (General Feat)

Prerequisite: Level 4, Str 13+ Stat Bonus: +1 Str

This is the best damage feat for Fighters. Period. The 2024 rework removed the accuracy penalty, making your damage output consistent and reliable.

Once per turn, when you hit with a Heavy weapon, you add your Proficiency Bonus to the damage. At high levels, that is free extra damage every single round with no downside. You also still get a Bonus Action attack if you score a Critical Hit or reduce a creature to 0 HP. Since it now gives +1 Strength, it fits perfectly into any progression build.


Fighter Build Paths (Level 1-20)

Choosing the right order is just as important as choosing the right feats. Here are three optimized paths for the 2024 rules.

Path 1: The Heavy Hitter (Glaive/Halberd)

This build focuses on controlling space and dealing maximum damage.

  • Level 1 (Origin): Alert. Swap initiative to help your party setup.

  • Level 4: Polearm Master (+1 Str). Get that extra Bonus Action attack online early.

  • Level 6: Great Weapon Master (+1 Str). Start adding your Proficiency Bonus to damage.

  • Level 8: Sentinel (+1 Str). Lock enemies down so they cannot escape your reach.

  • Level 12: Heavy Armor Master (+1 Con). Boost your survivability now that your offense is set.

  • Level 14: Mage Slayer (+1 Str). Protect yourself from mind control magic.

  • Level 16: Resilient Wisdom (+1 Wis). Round out your defenses.

  • Level 19 (Epic Boon): Boon of Combat Prowess. If you miss an attack, you can choose to hit instead.

Path 2: The Iron Wall (Sword & Shield)

This build focuses on high AC and protecting your allies.

  • Level 1 (Origin): Tough. Start with extra HP to soak damage.

  • Level 4: Shield Master (+1 Str). Knock enemies prone as part of your main Attack Action.

  • Level 6: Sentinel (+1 Str). Force enemies to attack you or suffer the consequences.

  • Level 8: Charger (+1 Str). Close the gap quickly to protect distant allies.

  • Level 12: Mage Slayer (+1 Str). You are the tank, so you need to resist magical effects.

  • Level 14: Heavy Armor Master (+1 Con). Reduce incoming physical damage significantly.

  • Level 16: Lucky (Origin). Reroll enemy critical hits that would otherwise kill you.

  • Level 19 (Epic Boon): Boon of Fortitude. Massive HP boost and self-healing capabilities.

Path 3: The Sniper (Longbow)

This build stays safe at range and delivers consistent damage.

  • Level 1 (Origin): Musician. Give your team Heroic Inspiration to reroll dice.

  • Level 4: Sharpshooter (+1 Dex). Ignore cover and long range penalties.

  • Level 6: Crossbow Expert (+1 Dex). Even with a bow, this lets you shoot enemies next to you without penalty.

  • Level 8: Speedy (+1 Dex). Increase movement by 10 feet and ignore difficult terrain to kite enemies.

  • Level 12: Skulker (+1 Dex). Gain Blindsight and hide easily during combat.

  • Level 14: Resilient Wisdom (+1 Wis). Don't let a spellcaster shut you down.

  • Level 16: Alert (Origin). Ensure you act first to take out high-priority targets.

  • Level 19 (Epic Boon): Boon of the Night Spirit. Gain resistance to almost all damage while in dim light.


Ready to build your Fighter?
The 2024 rules make Fighters more versatile and durable than ever. Choose the feats that align with your Weapon Mastery choices, and you'll dominate the battlefield.




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