One of the best parts of supplemental packs for Dungeons & Dragons is being able to add brand new options to the edition you’re playing. With fifth edition already having a ton of featured content, finding new options for your table isn’t too difficult. There are general feats, origin feats, and several options that come with the 2024 Player’s Handbook changes.
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This supplement adds more general feats to the pool. There are only a few feats here, but there’s always room for more player options in one of the biggest TTRPG titles. Every feat does have a prerequisite, but you’ll find some pretty useful options here.
4
Focused Critical
Prerequisite: Level 4+
A simple feat that probably won’t be worth your time unless you want to increase your Strength or Dexterity score. As usual, you cannot raise either score past 20 this way. Focused Critical allows you to get a critical hit on either a 19 or a 20 roll when using a weapon or making an Uarmed Strike. There are no other extra benefits to this feat, and you can find similar options throughout D&D that won’t require you to waste a feat slot on it.

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Though a critical hit on more than one roll is always great, fighters would find this feat useless, as they already get this perk at higher levels. Allowing the ability to work with any weapon, even with unarmed strikes, is at least a great benefit.
3
Brutal Grip
Prerequisite: Level 4+, Strength 13+
The ability score increase only goes to Strength with this feat, as you can increase it by one point up to 20. The Brutal Grip feat comes with two abilities, Heavy Duelist and Versatile Dual Wielder. Heavy Duelist allows you to wield a two-handed melee weapon with one hand. This gives you the opportunity to equip a shield along with a two-handed weapon to increase your armor class. You can also keep your free hand for other options while retaining the increased damage of a two-handed weapon without the detriment of using both hands to wield it.
Versatile Dual Wielder allows you to give your Versatile weapon the Light property. Versatile weapons allow you to use either one or two hands when using them, dealing more damage when wielded with two hands. The Light property allows you to attack as a bonus action using that weapon. Together, this feat allows you to use two Versatile weapons, one in each hand, attacking twice, once with each weapon and using one attack as a bonus action. With a prerequisite of a strength stat that’s 13 or higher, you can deal some serious damage or put your free hand to use for a higher AC. Still, it’s a feat relegated to melee characters and not necessary in the end.
2
Field Commander
Prerequisites: Level 4+, Charisma 13+
If you’re interested in the fighter class for its ability to help control the battlefield, then you’ll love the Field Commander feat. Field Commander increases your Charisma score by one, up to 20. The Command ability with the feat allows you to command an ally within 60 feet of you to immediately take an action as a reaction. The ally needs to be able to hear you, and when they do, they can take the following actions:
- Attack
- Dash
- Dodge
- Hide
- Influence
- Search
- Study
- Utilize

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The Tight Formation ability prevents enemies from having advantage on attack rolls against you when you have two allies within five feet of you. The allies cannot be incapacitated for this to work. While this doesn’t help control the battlefield, strategic positioning could prevent the enemy from getting advantage while also allowing you to have an ally use a necessary action while it’s not their turn. Ideally, you can prevent further errors by allowing them to act outside of initiative order if necessary, setting up a situation for protecting allies and preventing advantage attacks against yourself.
1
Iron Hero
Prerequisite: Level 4+
Iron Hero should definitely be a part of the conversation when discussing overpowered feats. This feat does several things, with three different abilities, each proving just how good it is. Underdog’s Resolve gives you a +2 bonus to your armor class against that attack, when you’re attacked by a creature that has a higher CR level than you. More often than not, this will be the case in larger groups. A free +2 to your AC is a huge boon, especially if you aren’t using a shield.
Vengeful Strike gives you advantage on attack rolls against any creature that has knocked out your allies to zero hit points since the end of your last turn. This means even if they were knocked out and revived, as long as it was done since the end of your last turn, you’ll be able to use your emotions to fuel your attack, granting you advantage against whoever knocked your allies unconscious.
This feat allows you to increase either your Strength or Dexterity score by one to a max of 20.
Heroic Intervention is one of the best parts of this feat. When you see an enemy taking a legendary action, you can use your reaction to stop them from doing it. Yes, it is as good as it sounds. Even better, this isn’t just a one-time thing. You can prevent legendary actions a number of times equal to your Proficiency Bonus. The higher your level, the more legendary actions you can prevent, potentially saving the entire party from a lot of stress.