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Top Origin Feats for Every D&D Class

Top Origin Feats for Every D&D Class

The release of the 2024 Dungeons & Dragons Player’s Handbook marks a significant addition to character development with the introduction of Origin Feats. These feats cater to enhancing the abilities of various character classes, tailoring them for optimal performance within a party.

Origin Feats are complimentary advantages that are automatically included when selecting a character’s background. They provide unique abilities that heighten a character’s effectiveness. Notably, all human characters have the opportunity to choose an extra Origin Feat, regardless of their background selections.

It is crucial for players to be mindful when choosing Origin Feats, as selecting an ineffective option, like a Wizard opting for Savage Attacker, can result in wasted potential. To maximize a character’s capabilities, understanding which Origin Feats align best with specific classes is essential.

1 Barbarian – Tavern Brawler

Turn Swords Into Tankards

Dungeons & Dragons Orc Barbarian Player's Handbook

Background

Effect

Sailor

Unarmed Strikes deal 1d4 Bludgeoning damage plus Strength modifier. Reroll 1s on damage rolls made with Unarmed Strikes. Gain Proficiency with Improvised Weapons. On hitting with an Unarmed Strike, push the enemy 5ft away.

For Barbarians, whose strength is paramount, the Tavern Brawler feat introduces several advantageous options for unarmed combat. This feat amplifies damage from Unarmed Strikes, allows rerolls on damage dice, enables damage when shoving, and grants Proficiency with Improvised Weapons. Together, these features ensure that Barbarians remain potent in battle.

While Savage Attacker is a worthy alternative, the decision often hinges on the campaign context—adventuring in urban settings typically favors Tavern Brawler, as it aligns well with scenarios involving bars and prisons, common gathering places for adventurers.

2 Bard – Musician

A True Inspiration

Dungeons & Dragons Halfling Player's Handbook

Background

Effect

Entertainer

Gain Proficiency with three musical instruments. Upon finishing a Short or Long Rest, allies equal to your Proficiency bonus gain Heroic Inspiration.

The synergy between the Bard and the Musician Origin Feat is robust, although some players may shy away from this pairing due to stereotype concerns. Essentially, Musician serves as a substitute for the Bard’s Song of Rest feature from previous editions.

This feat provides three new musical instrument proficiencies and enables the character to grant Heroic Inspiration during rests. This valuable bonus can be used for a free reroll, making the Bard incredibly effective at supporting teammates in critical moments.

3 Cleric – Healer

Save Those Spell Slots

D&D Cleric Player's Handbook

Background

Effect

Hermit

Using a Healer’s Kit allows the target to heal one Hit Die plus Proficiency bonus. Can reroll a 1 on a die for healing effects.

Clerics often find themselves caught in a cycle of depleting spell slots for healing. The Healer feat alleviates this burden, enabling them to utilize Healer’s Kits for restoration, which ultimately conserves valuable spell resources.

Additionally, with the ability to reroll on healing checks, Clerics can improve the efficiency of their healing efforts, allowing them to restore allies more effectively and ensuring resource management during critical encounters.

4 Druid – Magic Initiate (Wizard)

Going To Night School

D&D Druid Player's Handbook

Background

Effect

Sage

Learn two Cantrips from the Wizard spell list and one Level 1 spell from the same list, which can be cast once per Long Rest.

Druids excel in nature and healing spells. By opting for the Magic Initiate Feat, they can expand their magical arsenal by selecting spells from the Wizard’s repertoire. This broadens their capabilities, allowing them to introduce powerful spells like Magic Missile or Tasha’s Hideous Laughter into their combat strategy.

5 Fighter – Savage Attacker

Doing The Most Damage

D&D Dragonborn Fighter Player's Handbook

Background

Effect

Soldier

If you hit an enemy with a weapon, you can roll damage twice and choose the better result.

Fighters are built for one primary purpose: dealing damage. The Savage Attacker feat enhances their combat effectiveness by allowing them to reroll damage dice, thereby increasing their damage output significantly. It is particularly beneficial for both melee and ranged combat.

6 Monk – Tavern Brawler

Push It Real Good

D&D Monk Player's Handbook

Background

Effect

Sailor

Unarmed Strikes deal 1d4 Bludgeoning damage plus Strength modifier. Reroll 1s on damage rolls made with Unarmed Strikes. Gain Proficiency with Improvised Weapons. On hitting with an Unarmed Strike, push the enemy 5ft away.

Choosing Tavern Brawler may initially appear counterintuitive, considering a Monk’s innate Martial Arts feature. However, the appeal lies in the Shove feature that allows a Monk to push an opponent away as a part of their Unarmed Strike, thus avoiding opportunity attacks during combat.

7 Paladin – Healer

The Backup Bandage

D&D Paladin Player's Handbook

Background

Effect

Hermit

Using a Healer’s Kit allows the target to heal one Hit Die plus Proficiency bonus. Can reroll a 1 on a die for healing effects.

Paladins are vital front-line warriors but often find themselves in a support role regarding healing. The Healer feat allows them to effectively address injuries using Healer’s Kits, enhancing their ability to maintain party stability after grueling encounters.

8 Ranger – Alert

Range Rover

D&D Ranger Player's Handbook

Background

Effect

Criminal, Guard

Add Proficiency bonus to Initiative rolls. Can swap Initiative with an ally at the start of combat.

While Savage Attacker may appear to suit the Ranger’s style, Alert offers greater strategic value, enhancing a Ranger’s role as a keen scout within their party context.

9 Rogue – Skilled

Doing Everything For Cheap

D&D Kobold Rogue Player's Handbook

Background

Effect

Charlatan, Noble, Scribe

Gain three additional Skill or Tool Proficiencies.

Rogues thrive in problem-solving beyond combat, making them invaluable in dungeon exploration. The Skilled

10 Sorcerer – Magic Initiate (Druid)

Blood For Nature

D&D 5e Rules Expansion Gift Set Tasha's Cauldron of Everything

Background

Effect

Guide

Learn two Cantrips from the Druid spell list and one Level 1 spell that can be cast once per Long Rest.

Given their limited starting spells, Sorcerers greatly benefit from the Magic Initiate Feat. Selecting spells from the Druid list expands their options significantly, providing essential utility and healing capabilities, enhancing their role in any adventuring party.

11 Warlock – Magic Initiate (Wizard)

Kingdom For A Spell Slot

D&D Warlock Drow Player's Handbook

Background

Effect

Sage

Learn two Cantrips from the Wizard spell list and one Level 1 spell that can be cast once per Long Rest.

The Magic Initiate Feat is particularly advantageous for Warlocks, who typically have fewer spells compared to other casters. Opting for the Wizard spell list allows access to a diverse array of cantrips and a valuable Level 1 spell, expanding their offensive and utility options significantly.

12 Wizard – Magic Initiate (Druid)

Touching Grass

D&D Wizard Mordenkainen Player's Handbook

Background

Effect

Guide

Learn two Cantrips from the Druid spell list and one Level 1 spell that can be cast once per Long Rest.

Wizards face limitations with the available spell options for Magic Initiate, primarily restricted to Cleric or Druid spells. However, selecting the Druid spells grants incredible utility and healing capabilities, allowing Wizards to effectively augment their spellbook and provide support to their allies.

Druids offer powerful Cantrips and Level 1 spells, such as Entangle and Goodberry, that are particularly useful for manipulating the battlefield and providing essential resources.

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