D&D: Five Feats Worth Picking Up Right At Level 4

In D&D, 4th level is a magical time. It’s the time most adventurers get to pick out a major feat—and the right one can change everything.
Feats are a big part of D&D, especially in 5.5E. With so many good options in the “General Feat” category, and potentially several more on the way, it can be hard to pick a feat. And since most feats increase an ability score, you don’t have to wait until Level 12 to max out your primary ability score on the road to making the character you want anymore.
It’s a good change and I’m all for it. But when you finally hit 4th level, what should you take? After all, a good feat will help you raise a stat by one point but unlock some ability that adds a whole new dimension to your character.
So consider taking one of these!
Telepathic
Telepathic can open whole new doors for you, depending on your character. Sure, it’s less exciting if you’re playing, say, an Aberrant Mind Sorcerer who can already reach out, mind to mind. But if you’re playing most other character archetypes, you gain the ability to cast Detect Thoughts, which is nice. But you also gain the ability to speak to someone telepathically.
This makes for the ultimate in secrecy. If you’re playing in a game with any sort of intrigue, being able to speak in a way that can’t be overheard or intercepted is invaluable. It’s very “I’m a protagonist” kind of energy. And even if you’re not playing an intrigue-laden game of secrets and lies, the ability to speak to a creature’s mind makes for amazing roleplay.
War Caster
But if you prefer something that lets you chnge the way your character a little more mechanically—War Caster is an even better 4th-level feat than ever before. You gain Advantage on Concentration checks, which is almost worth it on its own But then on top of it, you can cast spells while holding a shield or weapon in one or both hands, enabling a spellcaster to really become a weapon wielder. This is the Gish feat.
But more importantly, it lets you cast a spell as an Opportunity Attack. This last part is huge for anyone using the new True Strike. You can pile on the hurt.
Skulker
The Skulker Feat is an underrated option for anyone who wants to be stealthy. For one, it lets you hide in the thick of combat. Not only that, but you gain advantage while doing so.
That would be plenty good on its own. But on top of that, you gain Blindsight out to 10 feet, and you can remain hidden if you miss with a ranged attack. This feat is a perfect way to signify to your DM that you are the night—you are Gotham.
Mage Slayer
Mage Slayer is a great option for any character who goes up against magic users. It’s not just for weapon-wielders like the Fighter or Barbarian.
This feat lets you break an enemy’s concentration. Meaning you can disrupt their buffs and make it that much easier (or possible) for your party to achieve victory. And on top of that, you can automatically save on an Intelligence, Wisdom, or Charisma saving throw once per rest, allowing you to shrug off harmful magic as though it were nothing.
Fey Touched
Finally, the Fey Touched feat is a popular one. It was popular when Tasha’s Cauldron came along, and for good reason. There isn’t a single character class out there that doesn’t benefit from the ability to teleport 30 feet as a Bonus Action.
Plus, you gain an extra Divination or Enchantment spell alongside Misty Step. You an cast them for free once per long rest, or use your spell slots to cast them more. Which is an important thing to remember, since casting Misty Step without a spell slot means you can teleport around and still follow it up with whatever spell you’d like to cast.
So many feats, and yet you can only pick one right at 4th level!
