As we so often do, Wimwick and I were recently talking about our characters. It began as a discussion on the ones we are running, but quickly encompassed the other characters we’ve run in the past as well as those run by the other members of our gaming group. We realized that almost all of the characters we looked at shared about half of the same feats. It didn’t matter what class or race they were, some feats kept appearing over and over again on everyone’s character sheet.
Our only explanation for this phenomenon was that some feats are clearly superior. Not just better, but far better. The result being that everyone chooses these feats. In fact, characters that don’t have these feats seemed considerably less powerful than those that do. It lead us to conclude that if there are some feats that are practically required for all character why do we have to waste a feat slot choosing them? Why aren’t these feats free to all character?
So we decided that moving forward for our home game we were going to allow all characters to take a few of these “superior” feats for free during character creation and see how things worked out. The challenge now was to narrow down the list and determine which feats should be included in the list of the best feats.
The solution we came up with was a head-to-head comparison of the best of the-best in order to cull the list and identify the top feats. Over the next few weeks were going to ask you, the readers, to vote. We’ve arrange feats into groups of four. All you have to do is to pick the two from each group that you think are the best of that bunch. Every round will cut the list in half and eventually we’ll have our winner.
The 32 feats competing in this competition were selected from a list of over 3,000. We only considered feats that were available at level 1 (so heroic tier feats). Most of these will likely be very familiar to anyone who plays 4e D&D, but just in case they’re not we’ve provided a brief summary of all the feats in our competition below the polls. It’s interesting to note that almost all of these feats are from the D&D Essentials books.
The voting will be open for two weeks. If you think we overlooked a really interesting, powerful, or popular feat, please let us know in the comments below. Which feats do you think will make it to the final round? What one feat do you think will win the voting? Let the discussion and debate begin!
Update: Voting for Round 1 is now closed. Be sure to vote in Round 2.
What are the Best Feats?
Choose the 2 Best Feats (Round 1, Group 1)
Total Voters: 167
Choose the 2 Best Feats (Round 1, Group 2)
Total Voters: 161
Choose the 2 Best Feats (Round 1, Group 3)
Total Voters: 161
Choose the 2 Best Feats (Round 1, Group 4)
Total Voters: 144
Choose the 2 Best Feats (Round 1, Group 5)
Total Voters: 150
Choose the 2 Best Feats (Round 1, Group 6)
Total Voters: 148
Choose the 2 Best Feats (Round 1, Group 7)
Total Voters: 138
Choose the 2 Best Feats (Round 1, Group 8)
Total Voters: 143
- Action Surge (+3 to attacks with action point)
- Armor / Shield Proficiency
- Backstabber / Lethal Hunter / Killing Curse (increase extra damage to d8s)
- Cold / Heat Adaptation (resist 5 cold / 5 heat)
- Disciple of Stone (gain 5 temp hp with healing surge)
- Durable (gain 2 healing surges)
- Dwarven Weapon Training (proficiency with all axes & hammers, +2 damage rolls)
- Eladrin Soldier (proficiency with all spears, +2 damage with longswords & spears)
- Enlarged Dragon Breath (increase to blast 5)
- Improved Defenses (+1 fort, ref, will)
- Improved Initiative (+4 initiative)
- Improved Warforged Resolve (+5 additional temp hp)
- Jack of All Trades (+2 to untrained skills)
- Master At Arms (+1 to attack, minor action to sheath/draw weapon)
- Melee Training (choose an ability other than Str to make basic attacks)
- Multi-class feat (skill training & power)
- Resilient Focus (+2 to saving throws)
- Skill Focus (+3 to trained skill)
- Skill Training (training in untrained skill)
- Staff Expertise (+1 to attacks, no opportunity attacks, increase reach for melee by 1)
- Stoneroot’s Endurance (A roll of 10 or more negates a crit)
- Superior Fortitude (+2 to fort, resist 3 ongoing damage)
- Superior Reflexes (+2 ref, combat advantage first round)
- Superior Will (+2 will, save vs daze, stun at beginning of turn)
- Swift Recovery (+3 to healing surge value)
- Toughness (+5 hit points)
- Unarmored Agility (+2 AC with no armor or cloth armor)
- Unfailing Vigor (roll an 18+ on a death save, spend a healing surge)
- Versatile Expertise (+1 to attack with a weapon group and an implement type)
- Weapon Expertise (and variations) (+1 to attack)
- Weapon Focus (and variations) (+1 to damage)
- Weapon Proficiency