How Many Feats Do You Start With in 5e? A Comprehensive Guide
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The immediate answer to the question is simple: In Dungeons and Dragons 5th Edition (5e), you typically start with zero feats. Feats are optional rules that characters can acquire, usually in place of an Ability Score Improvement (ASI) when leveling up. However, there are exceptions depending on your chosen race, class, or if your Dungeon Master (DM) is using specific variant rules.
Feats: An Overview
Feats in 5e offer a way to further customize and specialize your character beyond their class and background. They provide specific benefits, such as improved combat abilities, enhanced skills, or access to unique spells. It’s important to remember that feats are not a mandatory part of character progression; they are a choice.
The Standard Leveling System and Feats
Generally, when you level up at 4th, 8th, 12th, 16th, and 19th levels, you can choose between increasing two of your ability scores by 1, increasing one ability score by 2, or taking a feat. This system provides a flexible way to either improve your core stats or gain a specialized ability.
Race and Feat Acquisition
Some races in 5e, particularly those introduced in supplemental materials like Tasha’s Cauldron of Everything and Volo’s Guide to Monsters, may offer variant rules where characters start with a feat at 1st level. These are often tied to specific subraces or lineages, allowing for greater customization from the outset. Always check the specific racial traits described in your chosen sourcebook.
Class and Feat Acquisition
While no core classes in the Player’s Handbook grant a starting feat, some subclasses or campaign-specific classes might. Consult your DM and relevant sourcebooks for any class-specific rules. Remember to always check with your DM regarding any house rules or campaign-specific options.
Variant Human and the Starting Feat
The most common way to start with a feat is by playing a Variant Human. This option, presented in the Player’s Handbook, replaces the standard Human’s +1 bonus to all ability scores with a +1 to two different ability scores of your choice, one extra skill proficiency, and one feat of your choice at 1st level. This makes Variant Humans a popular choice for players who want to immediately define their character’s specializations.
Feats as Rewards and House Rules
DMs may choose to award feats as part of the campaign. This could be through completing a significant quest, aligning with a powerful entity, or experiencing a transformative event. DMs might also implement house rules that alter the standard feat acquisition. Always communicate with your DM about the possibility of earning feats in addition to the standard leveling system.
Frequently Asked Questions (FAQs) About Starting Feats in 5e
Here are 15 frequently asked questions concerning starting feats in D&D 5e, to cover the topic in full detail:
1. Can I choose any feat I want at 1st level as a Variant Human?
Generally, yes. As a Variant Human, you can choose any feat for which you meet the prerequisites. Some feats require a certain ability score minimum (e.g., 13 Strength for the Heavy Armor Master feat) or specific racial traits. Ensure your character meets all requirements before selecting a feat.
2. If my race grants a feat, does it count towards my normal ASI/feat choice at later levels?
No. Feats granted by your race, background, or other sources do not count against your normal choices at 4th, 8th, 12th, 16th, and 19th levels. They are considered additional benefits and do not reduce the number of ASIs/feats you can acquire through leveling.
3. Can I take a feat that improves an ability score instead of increasing it directly?
Yes. Several feats, like Actor, Athlete, and Observant, provide a +1 bonus to a specific ability score along with other benefits. These are a great way to gain a feat while still improving your stats. However, remember that you cannot choose the same feat multiple times unless the feat specifically states that you can.
4. Are there any downsides to taking a feat instead of an ASI?
Potentially. While feats offer specialized abilities, increasing your ability scores directly improves many aspects of your character, such as attack rolls, skill checks, saving throws, and spellcasting. The decision depends on your character build and playstyle. A lower ability score might hinder your character’s core functions.
5. What are some recommended feats to take at 1st level for a Variant Human?
Popular choices include Lucky, Great Weapon Master (for melee fighters), Sharpshooter (for ranged attackers), and Magic Initiate (for casters). The “best” feat depends heavily on your class, playstyle, and party composition. Consider what your character needs most at the beginning of the adventure.
6. Can I multiclass into a class that would grant me a feat sooner?
No. Multiclassing does not alter the level at which you gain ASIs or feats. You still gain them at 4th, 8th, 12th, 16th, and 19th character levels, regardless of your class combination.
7. What if my DM allows homebrew feats?
Discuss the specifics of the homebrew feat with your DM. Ensure the feat is balanced and fits within the world’s lore. Homebrew content can add excitement to the game but should be carefully considered.
8. Does the “Skills” feat grant additional skill proficiencies beyond the ones I get from race and class?
Yes, the “Skills” feat (often a homebrew feat) typically grants additional skill proficiencies beyond those gained from your race and class. It’s a powerful way to further diversify your character’s capabilities.
9. Are there any feats that are considered “trap” options?
Some feats are considered less effective than others, depending on the character build and campaign. Feats that provide situational benefits or overlap with existing class features may be less desirable. Thoroughly research any feat before selecting it.
10. Can I change my feat choice later on if I’m not happy with it?
Generally, no. Once a feat is chosen, it cannot be changed without specific DM permission or access to rare in-game abilities like the Wish spell. Consider your choices carefully.
11. Do I need to have proficiency in a weapon or armor type to take a feat related to it?
Some feats, such as Heavy Armor Master, require proficiency in the relevant armor type. Others, like Great Weapon Master, do not require proficiency but benefit characters who are proficient with the relevant weapons. Read the feat description carefully.
12. Can my DM remove a feat I’ve already taken?
A DM can technically do anything, but removing a feat should be a rare and carefully considered decision, perhaps as a consequence of a significant story event or a curse. It is important to discuss these types of changes with the player.
13. How do feats interact with magic items?
Feats and magic items stack unless they provide the same bonus from the same source. For example, a feat that grants +1 to AC and a ring that grants +1 to AC would stack, unless the description for either the feat or item states otherwise. Some feats even enhance the effects of certain magic items.
14. Where can I find a complete list of all available feats?
The Player’s Handbook contains the core feats. Supplemental books like Xanathar’s Guide to Everything, Tasha’s Cauldron of Everything, and others introduce additional feats. Online resources and D&D Beyond also provide comprehensive lists.
15. What are some good resources for learning more about character optimization with feats?
Websites like GamesLearningSociety.org, D&D Beyond forums, and various YouTube channels dedicated to D&D offer optimization guides and discussions. Explore different resources to find builds and strategies that suit your playstyle. The Games Learning Society provides valuable resources to understand game mechanics.
By understanding the rules surrounding feats and carefully considering your character’s goals, you can make informed decisions that enhance your gameplay experience. Remember to work with your DM to create a character that is both effective and engaging within the context of your campaign.