D&D 5e Feats
26 D&D 5e and 2024 feats — prerequisites, class restrictions, and full rules-text on every entry. The 2024 PHB introduced origin feats, weapon-mastery feats, and half-feats; Doungim covers them all.
What changed in 2024 feats
The 2024 Player's Handbook reorganised feats into four named categories: origin feats (Level 1, from your background), general feats (taken in place of an ability-score improvement), fighting style feats (a subset of the general list reserved for martial classes), and epic boons (Level 19 only). The biggest change is that feats no longer cost you a full ability-score increase — most general feats include a +1 to a relevant ability score alongside their main benefit, which removes the old "take the feat or take +2 to your main stat" dilemma. Weapon-mastery feats are the other notable addition, giving martial characters action-economy options that were previously locked behind specific subclasses.
Feats and the ability-score track
In 2014 5e, feats and ASIs were a binary choice — you either bought a +2 to your main stat or you took one feat with no stat bump. In 2024 most general feats include +1 to a specific ability score, so the decision becomes "which feat best supports my build," not "feat or ASI." Stat-pure builds — heavy spellcasters who only care about their casting stat — can still take pure +2 ASIs through the standard Ability Score Improvement feature at the listed levels. Builds that want options or action economy should expect to pick three to five feats over the course of a campaign that reaches tier 3 play.
DM guidance on letting players take feats
The official position is that feats are opt-in for the DM. In practice most groups now assume feats are on the table — the 2024 system was tuned with feats enabled, and removing them flattens the build space significantly. Two pieces of practical advice for DMs new to running with feats: first, ask players to declare their level-1 origin feat at session zero so you know what flavor each character is bringing in. Second, when a player takes a feat with a narrative hook — a Magic Initiate cantrip, a Skilled background — give them an in-fiction reason for it, even a small one. Feats are a great mechanical layer to attach character backstory to, and that backstory pays off in later sessions.