The strongest feats:
1. Polearm Master ("You gain 1-2 additional attacks every turn")
2. Crossbow Expert ("You gain 1 additional attack every turn")
3. Sentinel (There are many types of enemy that this feat shuts down completely)
4. Sharpshooter (Powerful damage at range, has built-in compensation with the Archery Style)
5. Magic Initiate (Get a familiar, a Scag Cantrip and a utility spell, or get Hex and two good cantrips, or become SAD for Wisdom with Shillelagh)
(Honorable mention to number 6, Resilient, which is very powerful for a specific subset of builds. And number 7, Great Weapon Master. After this I think there is a severe drop in power level in a hypothetical 8th best, so these 7 are what I consider the highest tier of feats.)
The feats I like the most:
1. Mobile (Really changes your options, the way you think about combat, and how you narrate moving across the battlefield)
2. Great Weapon Master. (I love the aestethic of the two-handed sword, doing boatloads of damage is fun, too)
3. Inspiring Leader (Roleplay opportunity. Can also use this as an "excuse" to take a higher cha than your class would normally take, I have a planned build for a barbarian that serves as the party Face that I really look forward to try.)
4. Healer (You can use it a lot, and you can also trick it out with the Thief Rogue. It goes a long way to fascilitate parties with little to no magic or healing, which I relly enjoy playing in.)
5. Prodigy (There are very few D&D characters who would not want this feat. Most ficitonal characters excel at something, and this feat goes a long way in to fulfilling that for the characters who can take it.)
1. Polearm Master ("You gain 1-2 additional attacks every turn")
2. Crossbow Expert ("You gain 1 additional attack every turn")
3. Sentinel (There are many types of enemy that this feat shuts down completely)
4. Sharpshooter (Powerful damage at range, has built-in compensation with the Archery Style)
5. Magic Initiate (Get a familiar, a Scag Cantrip and a utility spell, or get Hex and two good cantrips, or become SAD for Wisdom with Shillelagh)
(Honorable mention to number 6, Resilient, which is very powerful for a specific subset of builds. And number 7, Great Weapon Master. After this I think there is a severe drop in power level in a hypothetical 8th best, so these 7 are what I consider the highest tier of feats.)
The feats I like the most:
1. Mobile (Really changes your options, the way you think about combat, and how you narrate moving across the battlefield)
2. Great Weapon Master. (I love the aestethic of the two-handed sword, doing boatloads of damage is fun, too)
3. Inspiring Leader (Roleplay opportunity. Can also use this as an "excuse" to take a higher cha than your class would normally take, I have a planned build for a barbarian that serves as the party Face that I really look forward to try.)
4. Healer (You can use it a lot, and you can also trick it out with the Thief Rogue. It goes a long way to fascilitate parties with little to no magic or healing, which I relly enjoy playing in.)
5. Prodigy (There are very few D&D characters who would not want this feat. Most ficitonal characters excel at something, and this feat goes a long way in to fulfilling that for the characters who can take it.)