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The Five Worst Feats in D&D

3 Minute Read
Sep 16 2023
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Feats are the most important optional rule in D&D. When it all comes down to it, these are the five worst feats in D&D.

Ever since One D&D centered feats in a big way, it looks like 5th Edition’s most popular optional rule is here to stay. Feats aren’t going anywhere. Especially since every character will soon get one at 1st level.

And it’s not hard to see why people love feats. They change the way your character plays. Feats can give you more damage, and new choices for your actions and reactions. There are an awful lot of them, but a few just fall short of anything useful repeatedly. These are the worst feats in D&D.

Weapon Master

Weapon Master makes the list of worst feats because of how little it does. Sure you can add a +1 to Strength or Dexterity, but you can do that without having to take a feat. The other function of Weapon Master is that it grants you proficiency with four different weapons of your choice.

If that sounds cool, it kinda is. But ask yourself, when was the last time you were ever really hurting for a weapon proficiency? Odds are good, if you’re using weapons, you’re going to be proficient with the ones you need regardless. Unless you’re playing the most corner-case scenario campaign, where you’ve found a weapon so good you want to use it, but need proficiency, this feat will almost always pale in comparison to anything else you could take.

Savage Attacker

This is another feat that moves into deceptively useful territory. On the one hand, it lets you reroll a weapon’s damage dice, but it only works once per turn. And on top of that, it only lets you reroll the weapon damage dice. Not the whole damage per attack. So anyone relying on anything beyond just weapon dice damage will find it useless. We’re talking maybe 2d6 or 1d12 at best, and without an increase to an ability score, it’s just too costly.

Skulker

Skulker, on the surface, is there to make you better at being stealthy. With it, you can hide when you’re lightly obscured from the creature you’re hiding from. And you can make a ranged attack without revealing your position.

Also dim light doesn’t impose a disadvantage on your Perception checks. All of these things are useful, sure. But they’re also all very situational for a feat that comes at the cost of your ability score increase or taking another, better feat.

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Dungeon Delver

This feat, on the other hand, follows in the footsteps of the notoriously bad Find Traps spell. It stands to reason that feats and spells all about traps are, well, traps themselves.

This one gives you advantage on checks to find secret doors only, as well as advantage on saving throws to avoid or resist traps, and resistance to damage dealt by traps. You also can ignore the penalty to passive perception from fast travel. But when was the last time any of this came up in a game? And then the time before that?

You shouldn’t be wasting a precious feat slot on something that might come up once in a campaign.

Lightly Armored

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Finally, we come to Lightly Armored. This feat only works for people who don’t already have light armor proficiency, so basically spellcasters. But if you are taking light armor, there are better ways to pick it up. And if you aren’t, something like Mage Armor is going to be better in every regard anyway.

What are your picks for WORST feats in D&D?

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Author: J.R. Zambrano
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